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Mules and map balance

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 01:59 GMT
#1
After playing a bunch of games during the beta and just foolin around with units and cheese i decided to start working on a concrete build, first i was trying to make a solid tvt build order. i really liked a 9 rax opening with a quick orbital command however after massing some games on ladder something puzzled me. i was trying to set some sort of concrete timings and figured, the minerals i have at 30 pop, should be close to or the same as the game before as long as there was no huge deviation or loss of units, but i was wrong. it was fluxuating, a lot.. so, after deciding the only thing that could be causing this is the mule i ran some tests. i came up with the mule having three possible outcomes in terms of summoning on top of a mineral patch.

1. the mule can return 270 minerals throughout its duration

2. the mule can return 240 minerals throughout its duration(the further away patches)

3. the mule can collect 270 minerals but only return 240( its duration runs out before reaching the command center )


i will represent these outcomes with circles over the mineral patch summoned on top of.

1 = green

2 = yellow

3 = red

Desert Oasis:

+ Show Spoiler +
Top position
+ Show Spoiler +
[image loading]


Bottom position
+ Show Spoiler +
[image loading]


Blistering Sands

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Scrap station

+ Show Spoiler +
Top left position
+ Show Spoiler +
[image loading]


Mid right position
+ Show Spoiler +
[image loading]


Steppes of war

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Kulas ravine

+ Show Spoiler +
Top Left position
+ Show Spoiler +
[image loading]


Top Right position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Bottom Right position
+ Show Spoiler +
[image loading]



Lost Temple

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle Left position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Mid Right position
+ Show Spoiler +
[image loading]


Metalopolis

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle left position
+ Show Spoiler +
[image loading]


bottom left position
+ Show Spoiler +
[image loading]


middle right position
+ Show Spoiler +
[image loading]


so obviously the yellow circles have the longest pathing for a mule to take, red being second longest and green being the shortest. this can also be applied to workers. so the income difference will be effective as soon as the game starts.

I was pretty shocked by the results i found. to my knowledge the maps seemed completely symmetrical. during a full game the positional advantage tvt on certain maps is a little bizarre. other matchups not so much of a huge factor however it will still be a noticeable mineral shortage. im curious on what the tl community thinks about this. i know positional advantages and luck based on spawn locations was in sc1 but i feel this could be an issue at high level, maybe even the lower levels.

regardless, this should help out fellow terrans out there who were just spammin mules on any mineral patch
seRapH
Profile Blog Joined April 2009
United States9756 Posts
April 15 2010 02:04 GMT
#2
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.
boomer hands
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-04-15 02:16:48
April 15 2010 02:16 GMT
#3
You are awesome. Thanks so much for taking the time to do this
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2010-04-15 02:20:23
April 15 2010 02:19 GMT
#4
Good work dude =DDDD Awesome research
I think its so helpful with some BO like 6 Rax / 7 Rax or fast OB
@taefoxy
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
April 15 2010 02:21 GMT
#5
Good stuff! Definitely something we can use to help our early game xD
I live by the LoL
xnub
Profile Joined August 2009
Canada610 Posts
April 15 2010 02:32 GMT
#6
Ya good work but think i was mining from all these from start anyways. The green one are all the closer min patchs go fig ?
Loving the beta !! Weeeeeeee
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 15 2010 02:33 GMT
#7
Awesome! thanks for doing this :D
really?
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2010-04-15 03:28:06
April 15 2010 03:18 GMT
#8
Thanks cheech, you're the best practice partner in the whole world.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 03:23 GMT
#9
On April 15 2010 11:04 majesty.k)seRapH wrote:
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.


i felt the same way at first, but remember 30 minerals poof into thin air when you mule a red circled mineral and the expos have the same awkward layout for mineral returns. just seems like a burden that other races dont have to deal with and i dont see this being justified from a game design point of view. its obviously something that was overlooked during map layout. maybe this is a draw back to the mule that was intentionally created to offset the huge eco boost that a mule provides however i dont think thats the case but i will keep my mind open
SarcasticOne
Profile Joined March 2010
Australia213 Posts
April 15 2010 03:55 GMT
#10
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:57 GMT
#11
On April 15 2010 11:16 FrozenArbiter wrote:
You are awesome. Thanks so much for taking the time to do this

yea, I noticed that sometimes a Mule will die with minerals in it's hands. That's kind of a big loss. Good to know stuff for terrans so they don't disadvantage themselves with mules.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:58 GMT
#12
On April 15 2010 12:55 SarcasticOne wrote:
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240


More importantly how not to lose 30 minerals from the red patches >.<
..and then I would, ya know, check em'. (Aka SpoR)
brocoli
Profile Joined February 2010
Brazil264 Posts
April 15 2010 03:59 GMT
#13
I remember someone saying how in Scrap Station it was possible to snipe an expansion with high ground Tanks on one side but not on the other.
Maybe there's some bug with the distances ingame? Or maybe the tiles themselves are not symmetric?

Another thing that could be happening, is that the Mule speed is screwed up due to angle rounding errors: the game needs to translate the MULE's speed into X and Y speed with sine and cosine functions, and by doing so truncates both, lowering the unit's speed when it travels in specific angles.
Trump
Profile Joined April 2010
United States350 Posts
April 15 2010 08:16 GMT
#14
this is really good information. Thanks for doing the tests.

Its worth mentioning that going after the same "green" (usually middle) with the MULE is bad though, since you'll mine that patch out too fast and you'll have 1 less mineral patch to mine with your workers. I guess ideally you would drop a MULE on every separate single green space, then going on the reds. Hard memory game.
Friendship is Magic! <3
The Terminator
Profile Joined April 2010
Australia46 Posts
April 15 2010 08:49 GMT
#15
nice, now i know why my mule rushes are failing. little shits won't attack anything.
Mavkar
Profile Blog Joined February 2010
Germany592 Posts
April 15 2010 09:00 GMT
#16
I'm quite shocked with how different the starting positions can be. Of course you won't lose a match because of that, but I want it fixed.
Thank you for your work.
I'm shy and reserved, even on the internet.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
April 15 2010 09:04 GMT
#17
It has take ages to compile! But it is great work. From what i see is really worthy to send mule to the middle patch(obviously if it is not behind other minerals match as in metalopolis)?(as a genearl rule..i suppose it is impossible to remeber all the mineral fields behaviour for all the maps )
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 15 2010 09:05 GMT
#18
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?
JohannesH
Profile Joined September 2009
Finland1364 Posts
April 15 2010 09:11 GMT
#19
On April 15 2010 18:05 FabledIntegral wrote:
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?

Or just make future maps only have "green" patches. Or, only red patches is an option too. Could be used conciously to balance maps too, whether you want to favor terran in that or not.
If you have to ask, you don't know.
Rodiel
Profile Joined August 2006
France573 Posts
April 15 2010 09:14 GMT
#20
u paint perfect circle !
thx btw.
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