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[D] Spamming Orbital Commands - Page 3

Forum Index > StarCraft 2 Strategy
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duckhunt
Profile Joined June 2009
Canada311 Posts
March 18 2010 00:40 GMT
#41
its a good idea, imo you should make like 3 planetary fortresses at each of your exps tho LOL
Steve496
Profile Joined July 2009
United States60 Posts
March 18 2010 01:06 GMT
#42
On March 18 2010 09:15 JTPROG wrote:
Show nested quote +
On March 18 2010 09:06 Rucky wrote:
On March 18 2010 08:28 JTPROG wrote:
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.


Great post, but I want you to do one more calculation.

Calculate the effectiveness of this strat when your excess minerals are of absolutely no use to you at the time you decide to build the orbital commands due to gas restrictions and mass tanks.


1. minerals are never excess
2. minerals are never of absolutely no use


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
Profile Blog Joined March 2010
United States254 Posts
March 18 2010 05:15 GMT
#43
On March 18 2010 10:06 Steve496 wrote:
Show nested quote +
On March 18 2010 09:15 JTPROG wrote:
On March 18 2010 09:06 Rucky wrote:
On March 18 2010 08:28 JTPROG wrote:
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.


Great post, but I want you to do one more calculation.

Calculate the effectiveness of this strat when your excess minerals are of absolutely no use to you at the time you decide to build the orbital commands due to gas restrictions and mass tanks.


1. minerals are never excess
2. minerals are never of absolutely no use


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.


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.
inflowgaming.net
Rucky
Profile Joined February 2008
United States717 Posts
Last Edited: 2010-03-18 07:24:39
March 18 2010 07:23 GMT
#44
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
Beyond the Game
Odds
Profile Joined May 2008
Canada1188 Posts
March 18 2010 07:28 GMT
#45
Why is nobody building OC's in their base early in the game as a safer form of FE- just use em for extra SCV production and MULEs until you can safely float em to another expansion?
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
March 18 2010 07:52 GMT
#46
Has anyone tried 'MULE-bombing' in the sense of using mules kind of like zealot-bombs, and dropping them on enemy tanks prior to an attack? It would be funny to see, and maybe a better way to spend your OC energy if you have excess minerals.
Kare
Profile Joined March 2009
Norway786 Posts
March 18 2010 09:58 GMT
#47
If you have alot of minerals but your opponent is dying for minerals, build a bunch of OB's and drop 15 Mules into his minerals!
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
ToSs.Bag
Profile Joined December 2008
United States201 Posts
March 18 2010 10:05 GMT
#48
I cant say I've ever had an "abundance" of minerals, and I've had a few games where I had 3-5 mining bases. Fast hands and constant building of production units will save you there. If you have something retarded like 10k minerals just build more production buildings. If you know his army might be of a better composition, before an effective counter can be rallied you will likely be 200/200 much faster than him, even if he cleaned up your entire force
Rothbardian
Profile Joined January 2010
United States497 Posts
March 18 2010 10:28 GMT
#49
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.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Rothbardian
Profile Joined January 2010
United States497 Posts
March 18 2010 10:29 GMT
#50
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.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-03-18 10:33:46
March 18 2010 10:30 GMT
#51
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?
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 18 2010 11:07 GMT
#52
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
manner
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 18 2010 11:32 GMT
#53
On March 18 2010 00:58 JTPROG wrote:
Show nested quote +
On March 18 2010 00:54 Chill wrote:
I think spending the minerals on almost anything else would be a better use. You are spending minerals you deem useless to get more minerals more quickly. How is that productive?


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.
Lim Yo Hwan forever!
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
March 18 2010 12:40 GMT
#54
If you have truly unspendable quantities of minerals, I guess you could try mass building float to absorb turret fire/spot, maybe even an offensive cc->planetary fortress if their army is otherwise engaged.
Bigpon86
Profile Blog Joined September 2009
United States238 Posts
March 18 2010 12:46 GMT
#55
interesting idea, however I would argue that helions are not useless, unless your assuming the game is to a point where you can be 200/200 on gas units, helions are great for runnin in close and takin siege shots while you set your tanks up or for when pushing into a sieged position. just send the little buggies in to their deaths!
This is my quote.
JTPROG
Profile Blog Joined March 2010
United States254 Posts
March 18 2010 12:54 GMT
#56
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.

Show nested quote +

--------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------


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.
inflowgaming.net
RPGabe
Profile Joined January 2010
United States192 Posts
March 18 2010 14:05 GMT
#57
Don't forget that you can spam MULEs on enemy tanks to blow up their lines and defenses.

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
Profile Blog Joined March 2010
United States254 Posts
March 18 2010 14:11 GMT
#58
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
inflowgaming.net
gumbum8
Profile Blog Joined December 2008
United States721 Posts
Last Edited: 2010-03-18 14:14:26
March 18 2010 14:13 GMT
#59
This makes me think of that epic game between boxer and ooV on Ride of Valkyries. Boxer build like 3 extra ccs for scans. Was a pretty epic game, I'm too lazy to link it though... like a 56 minute game
EDIT: this has nothing to do with OP.... But a strike of Nostalgia never hurt
but really, has anyone REALLY been far even as decided to use even go want to do look more like?
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
March 18 2010 14:24 GMT
#60
To those who say marines are useful, riddle me this: a reasonable sized marine force- say 15-20- used purely to harass, on foot. Tanks can't cover everywhere, and if you can get past the tank line and he hasn't made PF's at all his expos, those few marines can make him move a good part of his main force out of position. As a tactical ploy I think it has merit, not to mention the uses already stated. I've found in almost all my games a well played spread out marine force can do wonders since the paradigm is to wander your army around in a big lump, multiple attacks can really throw people off balance. Admittedly it works far better in TvP and TvZ due to the lack of PF's, but I constantly pump marines even way into the late game in every matchup and often they make the game, cause I have that little extra touch to go in and do some damage when everything else is tied.

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
Poisonous Sheep counter Hydras
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