ou need 3 workers. i don't know who told you 2 but you definitely need 3 workers, if you only have 2 then there's a period of time where minerals aren't being harvested. i agree with sniping buildings, but only if they are tech buildings, like spire or infestation pit, otherwise attacking workers is much more efficient to slow down their production than trying to kill 3 gatew
    For harass, it might not add up to much if they have excess. I say it depends on your own situation. I suck at harassing well, so I don't it so much and am only doing some Theorycraft.And also, what do you people feel about the new
      New test patch: They nerfed the infestor some more lol, like zerg really needed that when its the most underpowered race. To be honest i see no reason to increase the bunker build by 5, not much difference. Stimpack research time will finally put a stop to those stupid early marauder stim pushes, and now i can BC rush even better! /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> (BATTLECRUISER OPERATIONAL) i am a bit sad to see the archon toilet go but i never get to the super late game to use it anyw
        QUOTE (timbits1o1 @ Mar 18 2011, 10:44 AM) quotecyou need 3 workers.QuoteEndQuoteEEndSo the tooltips say on the loading screen of most games. This is a rough number. Even Blizzard themselves say in those tips that you need "about 3" per patch.The number of workers you need to saturate a patch really depend on your play-style. If you're going for very early aggression, you need to make sure you don't put too much of your starting minerals into workers, and do as much damage with your early attack as possible. From then on out, it's catchup in worker count (unless you snipe worke
          es, if you need the minerals for something like early expansion than by all means cut workers, but the amount you need to harvest at full efficiency is 3 per pa
            6 days later
            While I concede defeat and say that you are right, 3 workers per patch, I don't think that's the most efficient method. 3 worker per patch would create serious problems with population count, especially when you go beyond two bases. It would be wiser to have three bases (2 saturated and 1 half saturated... or one fully saturated high yield) than to have super saturated 2 bases. And I guess 2 workers per patch is also convincing to me because Koreans invented it... and 2 worker per patch is used in GSL commentary to see whether the bases are saturated. If we saw validity in keeping 3 workers, I guess we would've done it already, no? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> [[sorry for korea ftw comment... but you gotta admit, we Koreans like to mathmatize SC. If there was gain for 3 workers per patch, it should seriously be wide-spread phenomenon in Korea, and yet we still go for 2 workers per pat
              lso base distance to mineral patches. I say have 2 per node, then one more for every "far" mineral node. If you look closely though and pay attention, the worker 3rd will have a pause to wait for the 2nd worker to finish, then mine, and so on. I read that the efficiency of a 3rd worker is roughly half of one worker on one mineral node or two workers on one. Not sure about that statis
                a month later
                I found a new build me and my friend discovered. We call it the Reverse Base Rush. It works 99.9999% of the time.Build order will soon fol
                  In such case, simply gathering high-dps units would be enough... and hopefully cheap ones, since you can field a lot at once... I can fairly imagine what you would need to do... regardless, would love to hear it! (given that it is protoss build)Phew, so I wasn't the ONLY one thinking that 3dude per patch is rather a bad idea. The point of it all is that 3 workers per patch would mean that too much supply will go into making one base functional. Plus that oversaturation will cause the minerals to deplete too fast... and while a bit more influx of cash is promising, I say that the efficiency of having one more undersaturated base will give you same result.And I have been also keeping a close eye on all the professional matches... all of them puts 2 min per patch... heck, they are in high ranks in all the ladders... they must be doing something right =DSpeaking of strategies, I have been having super hard time keeping up with my micro and macro. I guess it is problem with me falling in love with forcefields. Those things are FUN. TO. USE. Cutting the army in half as well as preventing rushes are amazing. It is just that I cannot help but to slip on my macro... I'll often have forgotten to get extra robotics (I'm such a heavy-robo person), forget to upgrade thermal lance, or even slip on my worker count. Bah!!! I hate it when everything is working so well out in the field only to realize that my base is in a wreak... I'm glad that I haven't gotten into serious leagues, or I would seriously be dead from harassme
                    6 drones: Select all.Hit A, then click your base.Use the 50 minerals to get a drone. Repeat step 2 for that drone.Success.Seriously, for the 3 per worker, it depends on mineral distances. I make a medium between the distances of all mineral lines, any far nodes, i add 1 extra worker. So that would be about 23-24 workers for a saturated base.As for the micro to macro, my friend says stick with macro until you can multitask that and micro. Since I play Zerg, I can't micro or I miss my larva injects or forget to spread creep or forget to make more supply, etc. Try to learn how to multitask, or maybe you could use your control keys to go between micro and macro, with a note reminding
                      QUOTE (Day&Night @ Apr 30 2011, 11:17 PM) quotecLol, it's just a fun WTF build. V below6 drones: Select all.Hit A, then click your base.Use the 50 minerals to get a drone. Repeat step 2 for that drone.Success.QuoteEndQuoteEEndWait...This is a SUICIDE build?Granted, it certainly gives maximum "WTF" value, but I loathe giving up points in a ma
                        /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> It also counters worker rush. And my friend(gold) did this to get back to bronze. Right now, I'm moving up in ranks and I can see how newbish people are....Also in obs, we had a surrender rush race for critter farming /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
                          9 days later
                          That is all... Okay... Maybe not.Can someone tell me of a Protoss build that will give me a great starting edge against Zerg and Terrans? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'm a pure newbie at this... >.< please don't judge me.
                            QUOTE (Salarzaar Xionon @ May 11 2011, 03:44 AM) quotecProtoss FTW. That is all... Okay... Maybe not.Can someone tell me of a Protoss build that will give me a great starting edge against Zerg and Terrans? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'm a pure newbie at this... >.< please don't judge me...D:QuoteEndQuoteEEndThis Page will be your launching pad to all things "Protoss Strategy".After that, all that remains is working on your mechanics and your micro/ma
                              QUOTE (Chamomile @ May 13 2011, 09:52 AM) quotecThis Page will be your launching pad to all things "Protoss Strategy".After that, all that remains is working on your mechanics and your micro/macro.QuoteEndQuoteEEndThank you! /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
                                6 days later
                                In regards to micro/macro, always macro before micro. Try using control keys, the minimap, and you can hotkey locations using cntrl(or was it alt?) f5-f10. Always scout, and remember to produce colo as it's a flexible unit. Archons are now well against zerg, but only if they're supported. I highly suggest you keep laddering and watch your replays, and see if you did anything wrong. Post replays here if you want using sc2replayed.com.Try not to rely on cheese, as it is rather bad once you hit the wall.I use zerg /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Also, I will produce walls of text at times like a zerg on 5 bases.Imma just leave this for you guys... /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />Ultralisk Girl O.oOn another note, is 14 gas/pool/20 hatch ok? And should I go ling/infestor or roach heavier armies? And is sentry ff/ht storm drop worth
                                  hanks for the info! Also that picture is cute xD poor little Zealo
                                    ired of using standard builds? Want more harass action? Want to pump out easily replaceable units like crazy? Want BATTLECRUISERS? Well here's the build for you! The marine hellion battlecruiser build! (keep in mind that i am only silver so i can't get you exact build times) DO NOT USE THIS AGAINST PROTOSS! they can easily counter with the standard stalker void ray collosus ball. start with standard orbital command opening, wall off and throw down a reactor on your barracks and get a fast second gas, you will be gas choked on one base. Build a factory and get a tech lab, research blue flame. Build a starport while pumping marines/hellions. as soon as blue flame finishes harass with hellions and swap the barracks and factory. research stim and shields, get tech lab on starport immediately and also immediately get a fusion core. build a second barracks and get a reactor there. push with first two battlecruisers and get an expansion. keep pumping these three units, expand and add unit producing structures as necessary. yamato cannon and energy upgrade is optional, but recommended. zerg can counter with infestors provided they don't die immediately. watch out for any sort of early rush, but your walled off reactor marines should be fine. early roaches can be a problem, and the only terran counter is hellions, but you should have the blue flame advantage and later on battlecruisers. enjoy your 75% win rate against zerg and terran build. created by timbits
                                      Tired of dropping units but getting killed as protoss? Tired of the roaches and hydras attacking while the workers run away? Well you need the new experimental Sentry/Ht Drop!. With it, you can forcefield workers into their place, block most ground defense, and safely run away from ground forces while the workers die in a storm. Disclamer: I am in any way not responsible for anyway mishaps, deaths of units, rage, qq, failed attempts, build orders to follow, shortage of units and/or resources, and note this is a experimental drop, and it is highly risky and possibly not worth
                                        he problem with that is workers aren't bunched up in the first place, so you'd either have to time the forcefields right as they're running away or use a LOT of them, but i think it's just more cost efficient to just use HTs, and you can morph archons right in their base. also, sentries and HTs both take a ton of gas, so unless you've been going pure zealots its not really a good i