[D] Spamming Orbital Commands - Page 3
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duckhunt
Canada311 Posts
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Steve496
United States60 Posts
On March 18 2010 09:15 JTPROG wrote: bad post 1.prove 2.it If the usefullness is near nothing, it might as well be nothing. Sending marines or hellions against tanks with support is a huge waste of minerals. I already have enough marines for support. I don't need any more turrets. Now what? I do like collecting rocks.... The problem here is that you're defining some arbitrary value function as to how much minerals are worth at a given point of time. Like, this argument only makes sense if you have a ton of minerals with nothing else to do with now, in the medium term will need significantly more, but don't care if you mine out a bit sooner as a result. Could it happen? Sure. But I'm sure you'll agree that it's highly situational at best. Like, the analysis I posted above addresses the question "if I want to mine minerals at a given rate in the average case, what's the most cost-effective way of reaching that level of mineral intake". Which is fine. And there are slightly more sophisticated questions that could similarly be analyzed, like "if I'm starting a new expo and want to ramp up my mining capacity in preparation for taking it, what are the advantages of prebuilding SCVs vs getting an extra Orbital Command in terms of when I have how many minerals." But I'm pretty sure the strictly numerical answer in almost all cases winds up being that SCVs are just better. What you're looking for is the circumstantial benefits that are harder to quantify. Building extra OCs in support of your SCVs means you can mine out an expansion faster, which is certainly useful. So the question becomes, "is it worth spending an extra 550 minerals to mine further minerals slightly faster?" And the answer is... maybe? I mean, this starts to get into complicated questions about how easy it's going to be to take the next expansion and what the effects on mining rate are by imbalancing your patch sizes (due to not having enough MULEs to mine them all equally). Similarly, the value of the scans is... hard to quantify. Is more useful? Sure. Is it worth 550 minerals (plus lost mining time to build it and whatever) - maybe? Again, it probably is in some circumstances, and not in others. Ultimately, though, I can't tell you what's going to be better in all circumstances. All I can tell you is what the tradeoffs are. And the immediate tradeoff is that it takes more money to reach the same level of income. Sometimes that tradeoff will be worth it. Sometimes it won't. But that's more of a judgment call and less something that can be quantified in the abstract. | ||
JTPROG
United States254 Posts
On March 18 2010 10:06 Steve496 wrote: The problem here is that you're defining some arbitrary value function as to how much minerals are worth at a given point of time. Like, this argument only makes sense if you have a ton of minerals with nothing else to do with now, in the medium term will need significantly more, but don't care if you mine out a bit sooner as a result. Could it happen? Sure. But I'm sure you'll agree that it's highly situational at best. Like, the analysis I posted above addresses the question "if I want to mine minerals at a given rate in the average case, what's the most cost-effective way of reaching that level of mineral intake". Which is fine. And there are slightly more sophisticated questions that could similarly be analyzed, like "if I'm starting a new expo and want to ramp up my mining capacity in preparation for taking it, what are the advantages of prebuilding SCVs vs getting an extra Orbital Command in terms of when I have how many minerals." But I'm pretty sure the strictly numerical answer in almost all cases winds up being that SCVs are just better. What you're looking for is the circumstantial benefits that are harder to quantify. Building extra OCs in support of your SCVs means you can mine out an expansion faster, which is certainly useful. So the question becomes, "is it worth spending an extra 550 minerals to mine further minerals slightly faster?" And the answer is... maybe? I mean, this starts to get into complicated questions about how easy it's going to be to take the next expansion and what the effects on mining rate are by imbalancing your patch sizes (due to not having enough MULEs to mine them all equally). Similarly, the value of the scans is... hard to quantify. Is more useful? Sure. Is it worth 550 minerals (plus lost mining time to build it and whatever) - maybe? Again, it probably is in some circumstances, and not in others. Ultimately, though, I can't tell you what's going to be better in all circumstances. All I can tell you is what the tradeoffs are. And the immediate tradeoff is that it takes more money to reach the same level of income. Sometimes that tradeoff will be worth it. Sometimes it won't. But that's more of a judgment call and less something that can be quantified in the abstract. Wow you really do make well thought-out posts huh. Well I agree it is rather ambiguous to quantify but i'm pretty sure everyone has tons of useless minerals in TvT which can at least be used for a free MAPHACK. | ||
Rucky
United States717 Posts
There really is no point in continuing this discussion because I am thinking in terms of high level play and you're probably not. In that case where both sides have a lot of unused minerals than go right on ahead and make oc's. it will probably win you the game. Just saying that you could use that money somewhere better. edit: probably could have won the game sooner too | ||
Odds
Canada1188 Posts
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Jyvblamo
Canada13788 Posts
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Kare
Norway786 Posts
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ToSs.Bag
United States201 Posts
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Rothbardian
United States497 Posts
Hellions are nigh useless especially when the map is all turreted up so you can't drop. Late late TvT is a game of positioning and small inches forward where Scan's are invaluable. I don't know about you, but I'd much rather have 30 scans available, than 10 or so and 10,000 minerals... At least in the other Mirror match ups they actually have mineral units that aren't worthless. | ||
Rothbardian
United States497 Posts
On March 18 2010 09:40 duckhunt wrote: its a good idea, imo you should make like 3 planetary fortresses at each of your exps tho LOL PF's are worthless in TvT once you have the map turreted up. Tanks severely out range them....They are good in the early-mid game to stop harass (somewhat), but other than that you are better served using the gas on units....and getting OC for scan/mule/supply. | ||
Rothbardian
United States497 Posts
On March 18 2010 16:23 Rucky wrote: Like I said minerals could be better spent if you had the apm for it. Why would you send marines and hellions into tanks? Don't make stupid rebuttals. Instead rather you take them to attack undefended areas. Or you can spread them out all over the map and have the entire map covered with cheap marines giving you free vision everywhere. There really is no point in continuing this discussion because I am thinking in terms of high level play and you're probably not. In that case where both sides have a lot of unused minerals than go right on ahead and make oc's. it will probably win you the game. Just saying that you could use that money somewhere better. edit: probably could have won the game sooner too This makes no sense. Marines aren't free, nor is an OC, but you can get unlimited scans, which are unkillable and which spot for your tanks. This is an absurd illogical argument you are making. I'm starting to question if any of you have even played a TvT game that lasted more than 20 minutes. It is common to have thousands and thousands of minerals. In case you didn't know, but tanks rape every single mineral unit of Terrans, as do Banshees. When the map is turreted up you can't drop, and anyone decent will keep a few siege tanks / marines at their expo's. I'm also curious if anyone has tried scan/mule bomb into their tank lines....does this work? | ||
d_so
Korea (South)3262 Posts
in fact, you could argue Terran's ability to make money with mana will lead to diminishing returns on minerals that the other races won't face. it'll be interesting to see how terran manages this problem | ||
Zoler
Sweden6339 Posts
On March 18 2010 00:58 JTPROG wrote: Does everyone ignore the fact that you can use them for scans also? And spending your minerals on them isn't useless cause you just get them back anyway from MULEs. It's just like a trade for free scans and free SCVs (MULES). Don't try. It's stupid. You have way enough scans from 3-4 orbitals. | ||
igotmyown
United States4291 Posts
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Bigpon86
United States238 Posts
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JTPROG
United States254 Posts
On March 18 2010 19:28 Rothbardian wrote: Scans are enormously beneficial in TvT. Default sight range is 12. Tanks have 13 range. You need Scan so you can hit their tanks without theirs hitting yours, or getting your first shot in before they notice, and scan you. Not every spot is going to have Vikings spotting, and you may not have Vikings up and expendable 100% of the game. In TvT you get an insane amount of minerals, plenty to throw down PF's at all the expansions and then build 10 OC's, easily. Marines are nigh useless in TvT, except for guarding the tanks and perhaps taking the first tank volley, but that is just merely cannon fodder, and you will have plenty of minerals to easily replenish those. Hellions are nigh useless especially when the map is all turreted up so you can't drop. Late late TvT is a game of positioning and small inches forward where Scan's are invaluable. I don't know about you, but I'd much rather have 30 scans available, than 10 or so and 10,000 minerals... At least in the other Mirror match ups they actually have mineral units that aren't worthless. On March 18 2010 Rothbardian wrote: This makes no sense. Marines aren't free, nor is an OC, but you can get unlimited scans, which are unkillable and which spot for your tanks. This is an absurd illogical argument you are making. I'm starting to question if any of you have even played a TvT game that lasted more than 20 minutes. It is common to have thousands and thousands of minerals. In case you didn't know, but tanks rape every single mineral unit of Terrans, as do Banshees. When the map is turreted up you can't drop, and anyone decent will keep a few siege tanks / marines at their expo's. I'm also curious if anyone has tried scan/mule bomb into their tank lines....does this work?Last edit: 2010-03-18 19:33:46 2 very win posts right here. This guy knows what he's talking about. Seriously, I feel like half of you have never even played a TvT, yet you feel so inclined to talk about it. For those of you saying you won't/don't have excess minerals... are you joking? I can almost understand arguing to use them on useless shit like marines and hellions, but to say you don't have a shit-ton of extra minerals in a TvT just means either you've never played one or you've never played one at a high level where people don't mass marines/mauraders and expect to win. | ||
RPGabe
United States192 Posts
Really though, I think people undervalue Marines in TvT. They serve a great purpose as fodder and Viking/Banshee/Thor deterrent for essentially free, since you're concentrating on gas units anyway. | ||
JTPROG
United States254 Posts
On March 18 2010 20:07 d_so wrote: i don't think the OP is arguing for continual MULE usage if you spam orbital commands; what he's saying is such an option is available along with a continuous maphack depending on the situation. this provides a constant usefulness factor for the OC that outlevels other mineral-only buildings/units, especially fighting units that have diminishing returns due to a supply cap. in fact, you could argue Terran's ability to make money with mana will lead to diminishing returns on minerals that the other races won't face. it'll be interesting to see how terran manages this problem yup, I think maphack is much better than marine "fodder" aka useless | ||
gumbum8
United States721 Posts
![]() EDIT: this has nothing to do with OP.... But a strike of Nostalgia never hurt ![]() | ||
Thereisnosaurus
Australia1822 Posts
As for the OC's, I think perhaps one extra one is worth the 550 minerals if you have them spare at that point. As has been stated, mule bombing can be useful, and scan can be damn useful. I don't mind the bonus depot ability either, it's often saved my ass when some enemy have gotten a bit too close and sloshed my ramp or dropped into my depot pile. those extra seconds of unit production can make a difference, and psychologically it's fantastic to not be cockblocked for the time the thing is building going 'omg omg omg I need to build X right now and it won't let me'. All in all, I would (and will) do it more often now I've considered it. Way better use of minerals than throwing down a few depots or bunkers when over-resourced | ||
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