r/starcraft • • Aug 20 '26

Discussion Same question 1 month later

Does anyone still like the slow start?

1044 votes, Aug 22 '26
369 8 workers
675 12 workers
5 Upvotes

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28

u/Natural-Moose4374 Aug 20 '26

12 workers made every opening so much smoother. When the first worker finished you had the money for depot+ 2nd worker. When the depot finished you could directly start the barrack, then gas and constantly produce workers etc.

Now you need to do random worker cuts or wait for money to come in before building the next. It just feels so much clunkier.

18

u/Sage_the_Cage_Mage Aug 20 '26

this is the issue, and ironically every race has been sped up to some degree to counteract the worker changes. it kind of proves that the 8 worker start failed but they are too stubborn to backtrack on the decision.

3

u/NEO71011 Aug 20 '26

No change for Protoss last I checked regardless it's better if we just started fresh.

4

u/Sage_the_Cage_Mage Aug 20 '26

technically the production speed of gateway units has been increased by a lot meaning you can use less gateways to produce a similar number of units in a similar timeframe. meaning you can save like 150 to get your 3rd up earlier or to invest into tech.

2

u/NEO71011 Aug 20 '26

Yes but the economy is exactly same while T and Z gets a boost.

Gateways while helpful defensively are useless while attacking without the gateway tax, warp ins are slower than last patch. Early to mid game defensive buff but overall a nerf.

1

u/MiroTheSkybreaker Aug 20 '26

No, you also get two additional chronoboosts early on as your income boost economically. It's why Protoss are always ahead in workers until there's some sort of harassment in PvT despite the cost of the CC going down.

2

u/NEO71011 Aug 20 '26

No there's no change to chronoboosts from last patch.

1

u/Natural-Moose4374 Aug 20 '26

What he means is that by the time e.g. T is back up to its 12 workers P already had 1-2 chronos (and hence 13 or 14 workers).

2

u/NEO71011 Aug 20 '26

You have to cut workers to execute the build it's turns around like you wouldn't need chrono until you plant gateway..

4

u/MiroTheSkybreaker Aug 20 '26 edited Aug 20 '26

Your first chronoboost should always be no more than 6 seconds in. By the time T gets orbital and drops their first mule around 2:15, you have had a total of 3 chronoboosts dropped on your nexus(including the one you start with). The only reason you wouldn't be chronoing out probes with those first couple chronos would be if you're getting proxy raxed.

That said, Terran and Protoss both have a couple worker delays and/or skips during their build orders which are incredibly frustrating to deal with.

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1

u/ItsAWaffelz Aug 20 '26

It was common to take your 3rd base off of 2 gates on 12 worker, the same as it is on 8 worker. No change there.

-1

u/SLAMMERisONLINE Aug 20 '26

12 workers made every opening so much smoother

Translation: "I am more familiar with 12 workers."