7k Minerals of marines =140 Marines 0.0" but yeah try to expand is the best bet
05-24-2010, 02:00 PM
#11
7k Minerals of marines =140 Marines 0.0" but yeah try to expand is the best bet
05-24-2010, 02:06 PM
#12
i sometimes get a few k minerals.. sometimes, its semi-justified to pile some up, like if im quickly expanding my capacity to gather gas.
most of the time though, i dont want this to happen, and only allow it to happen to a significant extent if im heavily pressured by interacting wtih my enemy(s), or if suddenly, all that matters is my ratio of a few certain gas heavy units..
the key to solve this, as pointed out by others, is to just get effective at spending the minerals.. preferably, foresee the "problem" and build up that production capacity before you even get that huge 'a pile of minerals.
next step is to make good use of all those mineral-heavy units.. and even pre-emptively adjusting your strategy & tactics to that in such games: upgrades are an integral part of making your units worthwhile, and when it comes to those unit-types that you'll be spamming the hell out of, its obviously even more important (same can go for units you use to kill what your opoennt is massing...)
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05-24-2010, 02:11 PM
#13
only happens to me as zerg, since the new zerg gameplay with queens inject larva, is to stay on one hatch per base.
Ive been trying to get 2 hatches per base when that happens lately, but its hard. usually over 1000 minerals and no gas and now that roaches are 2 supply, I cant spend my minerals fast enough due to getting supply locked/reaching 200 too fast.
05-24-2010, 02:12 PM
#14
1. Expand faster
2. Build more defenses
3. Build more Barracks, Warp Gates, and Hatcheries
4. Train more mineral-only units
05-24-2010, 02:19 PM
#15
70 +1 charge lots are a scary thing. so is 280 lings. The base units benifit the most from upgrades and if you find yourself with alot of minerals in the late game you could invest in some of those upgrades with some of your remaining gas. Or you could expand. Gas is the most important thing in Starcraft and it probably was a design choice to make maps with less gas. That forces the games to be a bit shorter but if done right games can still get pretty long.
05-24-2010, 02:24 PM
#16
05-24-2010, 02:27 PM
#17
If you are running into 7k minerals, you should probably be doing something about your unit choices. Roaches are 75/25 - Hydras are 100/50 so those are units you want to build to "balance out" your mineral and gas army.
For Terran - units that balance out gas are Marines/Hellions and Vikings
For Zerg - Zerglings, Hydras, Roaches
For Protoss - Zealots, Stalkers, Warp Prism(Not that I suggest you mass them), Immortals (slightly)
05-24-2010, 02:53 PM
#18
Personally, I still think they should give back the [1 mineral/trip] for the depleted geysers. It seemed...nicer. No?
05-24-2010, 02:55 PM
#19
Crota's on the nose, as are the suggestions for more gateways. The thing is, the suggestions aren't regarding having more gateways or whatnot when you have the surplus in the end of the game, it's a suggestion to get more gateways when you are finding the surplus starting, allowing you to better work with your resources before you get to that point.
It's not an insult to skill because with the way it is in sc2, It's insanely easy to get to that point. Just remember that for Protoss, 4 gates per base is adequate, if you find yourself getting "behind" than 5-6 is "acceptable".
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05-24-2010, 03:47 PM
#20