• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:19
CET 04:19
KST 12:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation0Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? Weekly Cups (Nov 3-9): Clem Conquers in Canada SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Terran 1:35 12 Gas Optimization FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1297 users

[D] The MULE and the Metagame Shift

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-03-15 06:08:06
March 15 2010 00:26 GMT
#1
Towards the latter part of SC1 economy was everything. That is to say, players focused on building their own economy with the violent fervor of a mine-dragging zealot. With the new macro mechanics we, as SC players, were expecting more of the same. The focus on economy was apparent from the start, Blizzard even gave us some new doohickiesplay deal with that threw a wrench into how we saw economic play.

Protoss and Zerg, they grabbed the wrench and industrialized their economies bringing enormous amounts of return. For Terran, the wrench missed the target and, instead, killed the SCV who was FEing. Let's figure out why.

The MULE
The MULE is a funny looking little thing; it's a bright-yellow, oversized SCV with a super-cute portrait. Despite it's happy exterior, the MULE is a hard worker that brings in 30 minerals per mining cycle at a slightly slower rate than an SCV. Many people on this forum (TL FIGHTING!~) have put the total mining life cycle of a MULE at 240-270 minerals depending on distance to mineral patch.

  • I already knew that, what's the dillio neeners?
    To put it quite frankly, Protoss and Zerg macro mechanics have the ability to scale linearly because they are worker based rather than based on a completely separate unit. Protoss can boost production of Probes to above-average speed and Zerg can produce multiple drones simultaneously; for each of these workers you get +5 minerals per cycle until saturation is reached.

    Now the MULE works differently, it does not improve SCV production, rather, it supplements it with 270 minerals every 50 energy from the Orbital Command. This means that even though your first MULE will give you a large amount of minerals and put you ahead of your opponent, as the game wears on, that advantage becomes increasingly smaller as your opponent gets more workers.

    Perhaps you fancy yourself smart and are thinking, "that's OK, I'll never stop making MULEs", but that, my friend, is because you are not smart! There are a couple reasons why, despite a large lump sum mineral advantage, the MULE is actually at a disadvantage to the other races' macro mechanics.

    1. You cannot scan and MULE.
    2. You build SCVs at a constant 17 build time.
    3. You opponents build Probes / Drones much faster.

  • Angry Villagers (or common rebuttals).
    Common Rebuttal:
    But neeners, Protoss and Zerg have to choose what they have to build with their macro mechanics thereby introducing choice! It's the same, see!

    Counter-common-rebuttal:
    It is absolutely not the same. It would be the same if the workers you produced with your macro mechanic disappeared when you stopped using it to produce workers, but it doesn't. To keep this simple, I will use Protoss as an example (because they're EZ get it???)

    When you chronoboost Probes, you get Probes faster at the expense of getting research / other units faster, but when you stop chronoboosting your mineral intake does not drop. As a Terran if you MULE, you get a significant amount of minerals but the moment you stop MULEing your mineral intake drops significantly.

Now let's put our little noggins to use shall we?! If SCV and Probes have the same build time, it is safe for one to assume that economic growth is the same. In SC2, however, Probes have the ability to be produced faster which means economic growth will be higher for Protoss. This economic growth is compensated for by calling down Daisy the MULE so she can harvest minerals and brighten up your mineral line. However, unlike the MULE, Protoss growth is unlimited and lasting (again, until saturation). This means if both players stop their macro mechanics at the same time, Protoss should have more Probes, and therefore higher mineral intake.

As a Protoss, if you choose not to boost workers you lose growth rate. As a Terran, if you choose not to MULE you lose a large lump sum of minerals meant to compensate for your lower economic growth rate.

The difference? Not calling down a MULE literally costs you minerals.

Why did the wrench hit the SCV? (or why shouldn't Terrans FE)
X = Supply of Workers.
Y = Mineral income rate according to whatever the Income overlay for replays is.
Terran data is SCV count + MULE.
Numbers are taken at peak.

Terran is BLUE Protoss is RED
GRAPHS BE BORKED

Take a look at the graph above, which is a result of my rudimentary tests. All Terran data is supply + MULE, whereas Protoss is simply supply. You'll notice there is data for Terran missing at 17, I did not MULE fast enough to collect the data. How embarrassing.

Now, let's take a look at what conclusions we can gather from the graph.

  1. MULEs have diminishing returns as worker supply gets larger. At even supply, with a MULE, Protoss can never match your mineral intake.
  2. If we were to believe Blizzards Income tool, a fully saturated Protoss mineral line can hardly match half the number of SCVs + MULE.
  3. Peak intake stops growing at 27 worker supply or approximately 3 workers per patch, I believe (test was conducted on Lost Temple).
  4. You can ignore the first and last data points because I'm lazy and don't want to redo the graph.

As you can see, on one base with constant MULE call-down Terran mineral intake is far and above the Protoss. This test is, of course, is supply based and not time based so we can assume that, with chronoboost, Protoss worker supply should always be ahead of Terran. Taking a look at the graph, however, there is one shocking, or perhaps not, conclusion:

If both players are on one base, Protoss will almost never match Terran mineral intake.

Learn to TvZ. Twice.
Without going too much into it. The basic premise of TvZ in SC1 was that, as a Terran, you should be forcing larva to be producing any unit other than drones (except maybe Ultras). Why? If Zerg is spending larva on units, he cannot spend it on boosting his economy. Boosting his economy you say...?

A similar approach can be taken with Protoss in SC2. Despite it's relatively short cooldown, chronoboost is a finite resource; much like larva. If you are able to apply pressure early to the Protoss and force him to chronoboost units rather than Probes, you have effectively nullified the Protoss' economic advantage.

The Shift
So now if you were to believe my numbers and my conclusions the overall metagame shift should be clear:
  1. Terran must try to keep base count low to keep MULE efficiency high.
  2. Terran must maintain equal bases.
  3. Terran must be the one to apply pressure.
  4. Flash is gonna suck at SC2.

That's right Terrans, time to bring back the oldschool. Happy 2raxing (maybe 3raxing what a crazy game)!
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
March 15 2010 00:48 GMT
#2
On March 15 2010 09:26 mahnini wrote:
  1. Terran must try to keep base count low to keep MULE efficiency high.
  2. Flash is gonna suck at SC2.



woot! gg turtle noob

thanks for the post/analysis manini
love1another
Profile Blog Joined December 2009
United States1844 Posts
March 15 2010 00:56 GMT
#3
Disagree with the #4 generalization. Flash was once known as "Cheesy Noob!" I think a similar economic analysis of mules was done before, but it's pretty surprising how much of an economic lead a single base of terran has against a comparable base of protoss. And its not like, with reactors, unit composition or, with +hp boost, unit cost-efficiency suffer. I wonder how the metagame will shift once more and more Terrans come to this realization.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-03-15 01:06:47
March 15 2010 01:03 GMT
#4
fact of the matter is if you check replays terran tends to gain a noticeable econ/food advantage that lasts..

and mule lets you use a significant number, or even all of your scvs to push/defend with...

I'm really flabbergasted people are trying to use mule's extraordinary advantage to say it's a DISADVANTAGE!! "it''s too good, it's a disadvantage we have to scan"
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-03-15 01:17:01
March 15 2010 01:05 GMT
#5
delete
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-03-15 01:13:30
March 15 2010 01:06 GMT
#6
When you chronoboost Probes, you get Probes faster at the expense of getting research / other units faster, but when you stop chronoboosting your mineral intake does not drop. As a Terran if you MULE, you get a significant amount of minerals but the moment you stop MULEing your mineral intake drops significantly.


Huh? You do not "lose" any minerals when you're not using MULEs. You lose potential "minerals," which is much different.

Besides, mineral intake alone does not dictate the "usefulness" of a macro-mechanic. While you can stop Chrono-Boosting a Nexus and still have a lot of Probes, you're not making probes at a faster rate anymore. You lose all benefit you could have had if you DID CB your Nexus (Manyarding for a new expansion, etc).

Likewise, using a Scan/Supply instead of a MULE will lose you a potential 270 "minerals."

Aside from that, realize that MULEs don't GIVE you more minerals; it allows you to obtain them at a faster rate. The only OC ability that literally gives you minerals is Supply drop, and, to an extent, Scan.

EDIT: Rawr. I think I misunderstood the point ^_^ Sorry.
TorcH
Profile Joined February 2010
United States113 Posts
March 15 2010 01:07 GMT
#7
On March 15 2010 09:26 mahnini wrote:
The Shift
So now if you were to believe my numbers and my conclusions the overall metagame shift should be clear:
  1. Terran must try to keep base count low to keep MULE efficiency high.
  2. Terran must maintain equal bases.
  3. Terran must be the one to apply pressure.
  4. Flash is gonna suck at SC2.

That's right Terrans, time to bring back the oldschool. Happy 2raxing (maybe 3raxing what a crazy game)!


I like the work you put in here, however I disagree with some of the conclusions. Also, you're aside comment to the fact that protoss reaches higher supply faster is a lot more important than you made it sound.

So the Shift that you're talking about here I think is an incorrect conclusion and here's my argument why:

1. You get a mule PER base. Each of your graphs should be applied to every expo the Terran takes. In that case, if Terran can figure out a way to saturate the line faster, then mineral-wise, he is better off on the same number of bases or even 1 fewer late game.

2. For every base after your first, a Terran should always (well almost, depends on the situation, but looking at just macro) be making the expanding CC into an OC before floating it to its spot. This gives the maximum amount of MULE time per OC which far exceeds that of any SCV production while upgrading. If you take that into account from the beginning, a Terran expo will pay for itself much faster than that of a Zerg or Toss, making it LESS risky for the Terran to expo all over the place.

3. I would argue that this leads to a worse opening econ, but better midgame econ than that of Toss/Zerg, meaning the Terran does NOT have to be the one to apply pressure. Siege tanks are still very very good, just a lot more fragile and need to be controlled better. The main reason that Terran is the aggressor in most winning games so far in Beta is due to the trend of Bio armies, which is not the only good option, just the popular one.

Anyway, thanks again, keep posting things like this. It will help to develop the metagame of SC2 much faster and get it looking better for TV
zLnoEk
Profile Joined March 2010
United States95 Posts
March 15 2010 01:12 GMT
#8
Im not sure if i've understood everthing you wrote corrrectly, but something i was thinking about when i read this..

If you continue to build SCVs and MULEs until your mineral line is saturated, then shouldn't you be able to stop making MULEs and still match the income of Protoss or Zerg? Cause in the end, the saturation of your mineral line would be the same. You just need to MULE long enough to keep up until your catch up on your worker count.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
March 15 2010 01:13 GMT
#9
Your post is interesting but lacks a lot of important details, leading to conclusions made without sufficient data. Normally i wouldn't nitpick a TL post, but you are trying to come up with formal conclusions and I don't want people to get too excited about this potential "metagame shift" unless the analysis is sound.

First, your graph does not clearly show diminishing returns for the terran MULE, nor do you explain what you mean by "diminishing returns." If what you mean to say is that as more scvs saturate the minerals, MULEs add less to your economy compared to your scvs, then yes, it is diminishing returns, and you don't need a graph to conclude that, and I don't know why that matters anyway.

Second, you have based your analysis completely on data from one base. What about two base vs two base? Maybe terran income is higher in that case as well, and the cost effectiveness of units is what balances the matchup. In fact, it seems to me that two base vs two base would actually be more in favor for the terran than one base vs one base, since only few workers are needed to effectively saturate mineral lines and the extra protoss probes probably wouldn't make a huge difference, meaning two constant MULE incomes would more than make up for the worker difference.

Third, if you happened to be right that were right that terran cost effectiveness is near optimal in the one base vs one base situation, that may not be a long term solution since the higher terran mining rate would cause them to mine out faster and be in a bad situation later on.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 15 2010 01:14 GMT
#10
On March 15 2010 10:07 TorcH wrote:
Show nested quote +
On March 15 2010 09:26 mahnini wrote:
The Shift
So now if you were to believe my numbers and my conclusions the overall metagame shift should be clear:
  1. Terran must try to keep base count low to keep MULE efficiency high.
  2. Terran must maintain equal bases.
  3. Terran must be the one to apply pressure.
  4. Flash is gonna suck at SC2.

That's right Terrans, time to bring back the oldschool. Happy 2raxing (maybe 3raxing what a crazy game)!


I like the work you put in here, however I disagree with some of the conclusions. Also, you're aside comment to the fact that protoss reaches higher supply faster is a lot more important than you made it sound.

So the Shift that you're talking about here I think is an incorrect conclusion and here's my argument why:

1. You get a mule PER base. Each of your graphs should be applied to every expo the Terran takes. In that case, if Terran can figure out a way to saturate the line faster, then mineral-wise, he is better off on the same number of bases or even 1 fewer late game.

2. For every base after your first, a Terran should always (well almost, depends on the situation, but looking at just macro) be making the expanding CC into an OC before floating it to its spot. This gives the maximum amount of MULE time per OC which far exceeds that of any SCV production while upgrading. If you take that into account from the beginning, a Terran expo will pay for itself much faster than that of a Zerg or Toss, making it LESS risky for the Terran to expo all over the place.

3. I would argue that this leads to a worse opening econ, but better midgame econ than that of Toss/Zerg, meaning the Terran does NOT have to be the one to apply pressure. Siege tanks are still very very good, just a lot more fragile and need to be controlled better. The main reason that Terran is the aggressor in most winning games so far in Beta is due to the trend of Bio armies, which is not the only good option, just the popular one.

Anyway, thanks again, keep posting things like this. It will help to develop the metagame of SC2 much faster and get it looking better for TV

I am not against expoing! My conclusions is that Terrans should not be in a rush to FE or even expo before their opponents because if they do they will, to some effect, nullify their huge advantage for a short period of time. This loss in advantage is hard to quantify as is the loss you get from not pressuring the Protoss to boost gateways instead of their nexus.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 15 2010 01:19 GMT
#11
On March 15 2010 10:13 AcrossFiveJulys wrote:
Your post is interesting but lacks a lot of important details, leading to conclusions made without sufficient data. Normally i wouldn't nitpick a TL post, but you are trying to come up with formal conclusions and I don't want people to get too excited about this potential "metagame shift" unless the analysis is sound.

First, your graph does not clearly show diminishing returns for the terran MULE, nor do you explain what you mean by "diminishing returns." If what you mean to say is that as more scvs saturate the minerals, MULEs add less to your economy compared to your scvs, then yes, it is diminishing returns, and you don't need a graph to conclude that, and I don't know why that matters anyway.

Second, you have based your analysis completely on data from one base. What about two base vs two base? Maybe terran income is higher in that case as well, and the cost effectiveness of units is what balances the matchup. In fact, it seems to me that two base vs two base would actually be more in favor for the terran than one base vs one base, since only few workers are needed to effectively saturate mineral lines and the extra protoss probes probably wouldn't make a huge difference, meaning two constant MULE incomes would more than make up for the worker difference.

Third, if you happened to be right that were right that terran cost effectiveness is near optimal in the one base vs one base situation, that may not be a long term solution since the higher terran mining rate would cause them to mine out faster and be in a bad situation later on.

It is nearly impossible to include all of the important details as that will change significantly per game. The data I collected is meant to show the advantage in mineral intake the Terran has over the Protoss on one base. My word choice in calling it diminishing returns may be not entirely correct. The point I am trying to make with that is with lower worker supply Terran advantage is larger, hence, leading to my conclusion that Terran should focus on one base pressure play because the longer he can maintain low worker supply of the opponent even if their worker count is equal Terran will still have an advantage that only lessens with more supply. Two base may be a larger advantage but it also requires a certain amount of risk and I don't think Terran should be taking that risk when they have an inherit advantage early game.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
Last Edited: 2010-03-15 01:26:03
March 15 2010 01:23 GMT
#12
Okay, I stopped reading halfway through because you kept insulting the reader, but I feel you're forgetting the fact that with every expansion you get an extra set of mules.
FOOL! Pain is my friend! Now let me introduce you to it!
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
Last Edited: 2010-03-15 01:30:39
March 15 2010 01:29 GMT
#13
On March 15 2010 10:19 mahnini wrote:
Show nested quote +
On March 15 2010 10:13 AcrossFiveJulys wrote:
Your post is interesting but lacks a lot of important details, leading to conclusions made without sufficient data. Normally i wouldn't nitpick a TL post, but you are trying to come up with formal conclusions and I don't want people to get too excited about this potential "metagame shift" unless the analysis is sound.

First, your graph does not clearly show diminishing returns for the terran MULE, nor do you explain what you mean by "diminishing returns." If what you mean to say is that as more scvs saturate the minerals, MULEs add less to your economy compared to your scvs, then yes, it is diminishing returns, and you don't need a graph to conclude that, and I don't know why that matters anyway.

Second, you have based your analysis completely on data from one base. What about two base vs two base? Maybe terran income is higher in that case as well, and the cost effectiveness of units is what balances the matchup. In fact, it seems to me that two base vs two base would actually be more in favor for the terran than one base vs one base, since only few workers are needed to effectively saturate mineral lines and the extra protoss probes probably wouldn't make a huge difference, meaning two constant MULE incomes would more than make up for the worker difference.

Third, if you happened to be right that were right that terran cost effectiveness is near optimal in the one base vs one base situation, that may not be a long term solution since the higher terran mining rate would cause them to mine out faster and be in a bad situation later on.



It is nearly impossible to include all of the important details as that will change significantly per game. The data I collected is meant to show the advantage in mineral intake the Terran has over the Protoss on one base.


Indeed your data shows this trend, but this trend alone does not support the conclusions you drew. The fact that it's nearly impossible to include all important details should show you that the conclusions you made probably aren't sound, since you focused on such a narrow aspect of the game.

My word choice in calling it diminishing returns may be not entirely correct. The point I am trying to make with that is with lower worker supply Terran advantage is larger, hence, leading to my conclusion that Terran should focus on one base pressure play because the longer he can maintain low worker supply of the opponent even if their worker count is equal Terran will still have an advantage that only lessens with more supply. Two base may be a larger advantage but it also requires a certain amount of risk and I don't think Terran should be taking that risk when they have an inherit advantage early game.


Again, I don't understand why you are so sure that terran has an inherent advantage early game just because they get more minerals. As I wrote above in my 2nd paragraph, unit cost effectiveness varies from race to race and, additionally, from tech level to tech level.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 15 2010 01:34 GMT
#14
On March 15 2010 10:23 blagoonga123 wrote:
Okay, I stopped reading halfway through because you kept insulting the reader, but I feel you're forgetting the fact that with every expansion you get an extra set of mules.

my humor is often dry and tongue in cheek. if you take my insults to the reader seriously you should also be calling the police to arrest blizzard for killing that scv

anyway. like i said before expanding involves risks and there's no point in taking a risk when you're already ahead in economy unless you can be sure that your expansion will be safe. it also takes time to fully saturate your main so an FE may hamper your early game advantage for a very delayed midgame advantage. while an extra mule may be advantageous you must remember that when 2 bases are fully saturated that extra mule will not mean as quite as much even though proportionally 2 MULEs will bring in the same amount. also, if you are being aggressive it's easier to maintain the flow of the game rather than sitting back and having to scout and possibly use scans instead of MULEs.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-03-15 01:43:19
March 15 2010 01:40 GMT
#15
On March 15 2010 10:29 AcrossFiveJulys wrote:
Show nested quote +
On March 15 2010 10:19 mahnini wrote:
On March 15 2010 10:13 AcrossFiveJulys wrote:
Your post is interesting but lacks a lot of important details, leading to conclusions made without sufficient data. Normally i wouldn't nitpick a TL post, but you are trying to come up with formal conclusions and I don't want people to get too excited about this potential "metagame shift" unless the analysis is sound.

First, your graph does not clearly show diminishing returns for the terran MULE, nor do you explain what you mean by "diminishing returns." If what you mean to say is that as more scvs saturate the minerals, MULEs add less to your economy compared to your scvs, then yes, it is diminishing returns, and you don't need a graph to conclude that, and I don't know why that matters anyway.

Second, you have based your analysis completely on data from one base. What about two base vs two base? Maybe terran income is higher in that case as well, and the cost effectiveness of units is what balances the matchup. In fact, it seems to me that two base vs two base would actually be more in favor for the terran than one base vs one base, since only few workers are needed to effectively saturate mineral lines and the extra protoss probes probably wouldn't make a huge difference, meaning two constant MULE incomes would more than make up for the worker difference.

Third, if you happened to be right that were right that terran cost effectiveness is near optimal in the one base vs one base situation, that may not be a long term solution since the higher terran mining rate would cause them to mine out faster and be in a bad situation later on.


Show nested quote +

It is nearly impossible to include all of the important details as that will change significantly per game. The data I collected is meant to show the advantage in mineral intake the Terran has over the Protoss on one base.


Indeed your data shows this trend, but this trend alone does not support the conclusions you drew. The fact that it's nearly impossible to include all important details should show you that the conclusions you made probably aren't sound, since you focused on such a narrow aspect of the game.

Show nested quote +
My word choice in calling it diminishing returns may be not entirely correct. The point I am trying to make with that is with lower worker supply Terran advantage is larger, hence, leading to my conclusion that Terran should focus on one base pressure play because the longer he can maintain low worker supply of the opponent even if their worker count is equal Terran will still have an advantage that only lessens with more supply. Two base may be a larger advantage but it also requires a certain amount of risk and I don't think Terran should be taking that risk when they have an inherit advantage early game.


Again, I don't understand why you are so sure that terran has an inherent advantage early game just because they get more minerals. As I wrote above in my 2nd paragraph, unit cost effectiveness varies from race to race and, additionally, from tech level to tech level.

the inherent terran advantage comes fromt the fact that MULEs are called down with 50 energy despite anything else that is going on. MULE, if you dont need to scan, is a constant. the same is not true with chronoboost. if you chronoboost units you cannot chronoboost probes which means faster economic growth is lost. if you lose the economic growth advantage you, obvoiusly are on even ground with terran except that terran can still MULE. the economic advantage is immense, the earlier you can stop chronoboost on probes the more your advantage compounds. this is opposed to FEing which entails risk, relatively slower worker production, and loss of flow control.

remember the concept here is not completely one base play. it's that you should not FE and instead try to gain a significant advantage then expo
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
zLnoEk
Profile Joined March 2010
United States95 Posts
Last Edited: 2010-03-15 01:45:39
March 15 2010 01:44 GMT
#16
I was just thinking about the money you need to spend to upgrade orbital command first though. MULE isn't completely "free". Since you have to tech that orbital command first, you might not even be in position to pressure enough to stop the chrono boosting on probes
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 15 2010 01:48 GMT
#17
On March 15 2010 10:44 zLnoEk wrote:
I was just thinking about the money you need to spend to upgrade orbital command first though. MULE isn't completely "free". Since you have to tech that orbital command first, you might not even be in position to pressure enough to stop the chrono boosting on probes

orbital command has already worked itself into standard openings. in fact if you don't orbital command i expect you'd find yourself significantly behind beyond the first 5 minutes of the game.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
zLnoEk
Profile Joined March 2010
United States95 Posts
March 15 2010 01:53 GMT
#18
Ah haha, okay. Didn't know that, well then i definitely see your point!
JohannesH
Profile Joined September 2009
Finland1364 Posts
March 15 2010 02:04 GMT
#19
Comparing the theoretical resource gathering rates of different races doesnt give you too much info about how the game actually plays.
If you have to ask, you don't know.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-03-15 02:19:01
March 15 2010 02:12 GMT
#20
On March 15 2010 11:04 JohannesH wrote:
Comparing the theoretical resource gathering rates of different races doesnt give you too much info about how the game actually plays.

while that may be true, i think you are unjustly discounting what i'm trying to say. if you read the OP and my responses you'll see that given non-optimal conditions the terran should still have an advantage with the MULE for the mere fact that aside from scan MULE is used for nothing else. in fact, under non-optimal conditions i'd wager the terran advantage grows even larger.

some of the confusion here may stem from the fact that Blizzards Income tool does not measure how much have gathered in total or how much i currently have in the bank. Blizzards Income tool measures minerals over X time which is why it continually varies and why i took the highest displayed number from the given supply. it was not done with calculated precision which is why there are some discrepancies in more workers getting lower return because of the difference in worker cycles.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 132
ProTech126
Nathanias 102
Nina 70
CosmosSc2 40
trigger 20
StarCraft: Brood War
Britney 40820
Artosis 721
Sharp 49
Shine 26
Icarus 3
Dota 2
monkeys_forever313
LuMiX1
Counter-Strike
fl0m1848
taco 440
Super Smash Bros
hungrybox2135
Other Games
summit1g13589
shahzam816
ViBE134
Maynarde127
fpsfer 2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 75
• Light_VIP 42
• davetesta21
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21775
League of Legends
• Scarra1750
• Rush1213
Upcoming Events
Replay Cast
5h 42m
OSC
8h 12m
Kung Fu Cup
8h 42m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
19h 42m
The PondCast
1d 6h
RSL Revival
1d 6h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 8h
WardiTV Korean Royale
1d 8h
PiGosaur Monday
1d 21h
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.