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[D] Killing an SCV vs killing a Mule - Page 4

Forum Index > StarCraft 2 Strategy
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qtpie
Profile Joined April 2010
Canada16 Posts
April 27 2010 16:46 GMT
#61
but when you are doing a mineral line harassment by the time they have mules that's at less than half duration left their mineral line would've been pretty much fully saturated wouldn't they? And if this is an expansion hurass they can always SCV from their other CCs that's being idle o.o
DamageInq
Profile Joined April 2010
United States283 Posts
Last Edited: 2010-04-27 18:30:39
April 27 2010 18:29 GMT
#62
Well the math is weird considering you're never sure how long the Mule has been there. Assuming it just spawned you're looking at

Mule
1 - 90
2 - 180
3 - 270

VS
SCV
1 - 60
2 - 120
3 - 180
4 - 240
5 - 280

So killing the Mule puts the Terran progressively behind by about 3-5 seconds (depending on SCV income) each minute, to 9-15 seconds by the third minute where it caps off. It takes 5 minutes for the Terran to get behind 9-15 seconds by killing 1 SCV, but increases from there for as long as they constantly build SCVs.

In other words, if you're planning on attacking in the next 5 minutes go for the MULE, if not the SVC. Again, this math assumes the mule JUST came down and that the Terran player is steadily building SCVs. I would say 4/5 times it's better to just attack the SCV
"Scissors are OP. Rock is fine." -Paper
Runnit
Profile Joined April 2010
United States31 Posts
April 27 2010 19:02 GMT
#63
Assuming your playing against a good player, that SCV will be replaced promptly. if the player is on his game, could even have that SCV out at the time one dies. So you'll only be setting him back the 50 mins to build a new one. If he's slow, then you cost him 50mins + the amount of minerals that would be lost while waiting for the new completion. The longer it takes your opponent to replace the miner, the more impact it will be against their economy.

Killing a MULE and preventing even 1 trip back will put stop 30 minerals from reaching the bank. if we want to use a formula to determine the amount of economical damage done by killing a single SCV vs a MULE we can use the following.

s = SVC
m = MULE
p = number of miners still intended to produce
T = time elapsed (in seconds) between the death of the SCV and the birth of the new SCV
t = the number of trips prevented by the MULE at 30 mins/trip
D = damage done (number of minerals lost due to miner loss at any given time)

I read that the SCV collects at 1min/1.4 seconds (not sure if that is true or not, but we'll use that here). A 1min/1.4 seconds, that is 0.714 minerals/second. And I also read that the MULE moves 30 minerals per trip.

D(s) = p * (0.714 * T + 50)
D(m) = 30 * t

So if you kill a MULE that will make X trips you are preventing 90 minerals from being banked.

D(m) = 30 * 3 trips = 90 minerals
D(m) = 30 * 6 trips = 180 minerals

Killing an SCV earlier in the game where your opponent intends to build say 5 more SCVs, will have that one replaced quickly, say the build time of one SCV (17 seconds).

D(s) = 5 * (0.714 * 17 + 50) = 310 minerals.

Assuming all 5 SCVs were queued up, that is 310 minerals lost over 85 seconds. If he already had as many miners as he felt fit, but planned on replacing the 1 SCV, but it took 30 seconds for him to get it out (including 17 second build time)

D(s) = 1 * (0.714 * 30 + 50) = 71 minerals.

So I'd say that early in the game you can do more lengthy damage by killing an SCV. But do more short term damage by killing the MULE.

Mid-late game, it will be a 50/50 choice, depending on how fresh the MULE is, and how much of an impact 1 SCV will have (assuming you target one on minerals and not gas).

On April 25 2010 21:24 ProoM wrote:
full saturation is 3 scvs per mineral patch. 2 workers saturates 1 mining patch perfectly (they both mine at the same speed as they would mine separately). If u add more than 3 scvs per mineral patch, mineral income won't increase.


This is correct.

On April 27 2010 02:45 NiiPPLES wrote:
Why the hell do people think 16 SCVs is saturated?

Diminishing returns do start around 16 SCVs but if you build 16 SCVs per base you're going to lose a lot of games very fast.

16 SCVs = ~900 minerals/min
22 SCVs = ~1100 minerals/min

tl:dr people who aren't in the beta stop giving advice


Where did you get that information?

Number of Miners/Minerals collected per minute (based on mining at 1 location)
6/248
7/286
8/324
10/420
12/500
14/590
16/629
18/686
20/729
22/760
24/800
32/838
64/876

Miners/Gas
2/91
4/183
6/244
8/244
I see what you did there
GreggSauce
Profile Blog Joined March 2010
United States566 Posts
April 27 2010 19:15 GMT
#64
sorry for not stating why you should kill the mule. unless the mule is on its very last few returns it will always be better to kill it before anything else. the difference in hp doesnt matter. this is about killing a mule over the scv not the efficiency of killing either.

the big issue with this type of theorycrafting is how much mules can increase your resoure influx. sure killing scvs will hurt for longer assuming your opponent isnt over saturated and whatever other variables you can pull out.

but the truth is a mule racks in a lot of min, and those mins can be used to produce more cc's, depots, ocs, or scvs at a faster rate.

another way of looking at it is a mule is pretty close to a chrono boost on mineral intake. what if you could stop a building that had a chronoboost on it by attacking it? would you attack that one over the normal one? of course you would. it would be illogical to do otherwise, let alone bad play.

there is absolutely no circumstance where an scv should be valued higher then a mule.

keep in mind this is all theroretical obviously. in play if you reach the mineral line you need to kill as many resource collecting units as you can. and that usually means the one closest to your attacking units. if you can get a mule, awesome, but just kill the workers. any workers.
Must not sleep, must warn others
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
April 27 2010 19:20 GMT
#65
killing a mule while it just called down is worth it but if you don't know how long its been down then i don't suggest killing it
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
NightOne
Profile Joined March 2010
Canada215 Posts
April 27 2010 19:48 GMT
#66
Your conclusion would be true if the only factor in a match-up was to kill an scv or a mule. However, as we all know, the objective is to win the game. By what means? Economic and strategic advantage. To understand economic/macro advantage you must learn the time-value of money. A dollar today is worth more than a dollar tomorrow. While the SCV will cost the Terran player its mining ability and 50 mineral cost, the MULE will cost the Terran player 270 Minerals in 1 minute as opposed to 407 minerals over the course of 15 minutes. Therefore, you are both right and wrong. Killing the SCV is better than killing the MULE if time didn't matter, however, not if you are trying to win the war.

Think about it this way. The MULE can bring in 270 minerals over 1 minute to build 5 scvs over the course of their build-time. This is certainly less than the time it would take to build 5 scvs if you only had 1 scv mining. Don't believe me? Map editor. 1 command centre starts with 1 mule the other starts with 1 scv. Both start with 0 minerals. Now start producing SCV as soon as you have 50 minerals and then go from there to see who gets more scvs faster. The gains of a MULE are even higher while in-game and not in map-editor.
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
April 28 2010 08:28 GMT
#67
On April 25 2010 02:32 duckhunt wrote:
yea but the thing is if you kill a mule 4 mins into the game with your reaper, then he will lose 270 minerals over the next 3 minutes, instead of 1min/second for the next 8 minutes


this
i type teamliquid into the url subconsciously... all...the...time...
xxjondxx
Profile Joined February 2010
United States89 Posts
April 28 2010 09:12 GMT
#68
The math seems wrong idk. Wouldnt the amount of minerals lost by killing a scv be 50+ (scv build time)(scv mins per second(which depends on saturation)) and maybeeeee add the amount of minerals you lose by not mining optimally for the 17 seconds you are behind in being saturated which is essentially negligible. Which idk according to your numbers is 67 minerals lost maybe another 17 that you lost by not mining optimally. And if the mule mines 270 mins in its lifetime you lose 135 on average by killing that.
TFlame
Profile Joined March 2010
United States25 Posts
April 28 2010 09:32 GMT
#69
OP math is so bad the post should have been deleted. lol at "This equals to 21*17 + 50" ... no , not even close, put down the nitrus. It's at max 67, and less so depending on saturation. Probably on average something like 65. A mule just about breaks even at that in 2 trips, and owns it and then some after 3. Chances are a mule will have more than 2 trips left in him well over 50% of the time. Side factors:

Killing an scv frees up farm space, an advantage which killing the mule does not give the terran
In RTS (as in many things) a bird in the hand is worth two in the bush , meaning stopping him from having 200 minerals in the next 40 seconds is far more important than stopping him from having 300 minerals in the next 5 minutes... it gives you opportunity to gain advantage and leverage in that time that is worth far more than that petty 100 or so mins that you even then only arguably get.
You yarg and you blarg and you end up with shyarg.
lololol
Profile Joined February 2006
5198 Posts
April 28 2010 11:09 GMT
#70
Saturation on most bases is 22 for 8 mineral patches and they mine slightly less than 40 minerals a minute(using replay time) at saturation.
Also, it makes a ton of difference whether the MULE has just been cast or it's duration is almost over.
I'll call Nada.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 28 2010 22:53 GMT
#71
On April 27 2010 03:49 Daimon wrote:
Show nested quote +
On April 27 2010 02:39 niteReloaded wrote:
Go for the mule.
It makes a bigger shock, as it disrupts the mineral/gas ratio and makes it harder to optimize the Build Order.

Your theory is good if computers play the game.


yeah, but how exactly does it make "a bigger shock". OP brought a fairly convincing analysis to the contrary, so if you're making a claim against it, i think you should provide evidence to support it. it seems like the burden of proof is on you now.

Do you know what shock means?

I agree with him that for the long term killing the SCV is better. But for the short term killing the mule is ALOT better. It takes 270 minerals in a very short period of time, providing a type of shock to the opening build order.
np.Resuscitate
Profile Joined April 2010
United States60 Posts
April 28 2010 23:24 GMT
#72
Always kill the SCV if the mule is 50% energy left or lower. Always kill the mule if its the first one of the game and fresh. Pretty simple to me.
The Overmind thinks I require more minerals... I would like a loan.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2010-04-28 23:33:41
April 28 2010 23:29 GMT
#73
On April 25 2010 04:42 SuperJongMan wrote:
Just kill the mule.
Slowing him down 270 soon means his factory or whatever will be late etc etc.
Its a big chain event of slowdown and 270 short term is strong early game.
LOL!
Cmon ppl...
CMON!!!


I'd have to agree with this, at least for earlier on in the game. It's not just about the minerals lost. If you make him lose minerals earlier, rather than more minerals later, it's going to create a lot bigger of a chain reaction later in the game in terms of when he gets his tech/expansions/army production going, and it'll most likely put you a lot more ahead than if you were to just do more damage to his minerals in the long term. I think it does mean that killing SCVs over MULEs later in the game is a lot more worth it though still.

Good find. ^_^
xxjondxx
Profile Joined February 2010
United States89 Posts
April 29 2010 01:52 GMT
#74
On April 29 2010 07:53 niteReloaded wrote:
Show nested quote +
On April 27 2010 03:49 Daimon wrote:
On April 27 2010 02:39 niteReloaded wrote:
Go for the mule.
It makes a bigger shock, as it disrupts the mineral/gas ratio and makes it harder to optimize the Build Order.

Your theory is good if computers play the game.


yeah, but how exactly does it make "a bigger shock". OP brought a fairly convincing analysis to the contrary, so if you're making a claim against it, i think you should provide evidence to support it. it seems like the burden of proof is on you now.

Do you know what shock means?

I agree with him that for the long term killing the SCV is better. But for the short term killing the mule is ALOT better. It takes 270 minerals in a very short period of time, providing a type of shock to the opening build order.


Why is killing the scv better long term that doesnt make any sense. Your essentially setting the player back the 17 seconds it takes to make a new scv. It doesnt get compounded over the rest of the game or however long it takes to reach saturation. Unless if your strategy focuses around on doing some absurd 17 second timing window push killing 1 mule is always going to be better then killing the scv unless if you have some hacks telling you how much life is left on the mule. Also its not like 50% life is some magical number that blizzard devised to make killing a scv more optimal then killing a mule. Killing a scv and killing a mule are about equal in terms of damage when the mule has 24.4% life assuming you lose 67 minerals by killing a scv. Not used to thinking so im still unsure of whether you lose additional minerals for mining suboptimally for 17 more seconds so some numbers might be off a lil but I cant fathom it being more then 17 if any at all.
nodule
Profile Joined February 2008
Canada931 Posts
April 29 2010 02:59 GMT
#75
The mineral cost of losing an SCV is 60 minerals / minute until the SCV is replaced, at which point you lose a fixed 50 minerals. Note that this latter loss only occurs at the point that you otherwise wouldn't have built SCVs, not immediately.

If the opponent wouldn't be building SCVs anyway, killing an SCV costs them 50 minerals + 17s of lost mining time. Say 70 minerals.

If the opponent never rebuilds the SCV, they lose 60minerals/min until the end of the game. It becomes better to killing a full mule after 4.5minutes.

Note: building 16 SCVs takes 4.5 minutes as well, so it is unlikely that the SCV would be replaced much after that.

But the mule may not be new!. True, but the base is likely not at 0% saturation, either. Any way you slice it, the mule is almost certainly going to provide a greater short-term shock to the opponent's economy, and probably going to create a greater long-term shock as well.

Thus, always target the mule.
furyofSkanks
Profile Joined March 2012
32 Posts
July 22 2013 05:51 GMT
#76
Reason to bump is that this is still relevant. The only value I can add to this post is to mention a few things that I feel were not considered:

Maybe you should be killing in base orbitals instead of going for scvs or mules?

Also no one mentioned that the cost to upgrade the command center to create mules is 150 minerals.

16 scvs have about hit points 800 hit points an orbital command has 1500? But the the 16 scvs cost more then an orbital command.

In the late game a terran would have no scvs or more or less no scvs and only mules, attacking the orbital would force both mules and scvs to repair and stop mining.... There is also a cost associated to repairing.

If its generally better to go for an scv I would assume it would have to be early on based off the factors I brought up above.

Maybe the answer is something like this:

If terran opened double orbital then mules....

If early mid game scvs

If late game mules since killing scvs would actually help the terran.



qGSkipper
Profile Joined December 2012
United States37 Posts
July 22 2013 06:36 GMT
#77
Nobody would spend 50 energy in the early game to save an SCV that was about to die. A mule is way more valuable in the early game as it is necessary to hit expand timings, and general build timings. Obviously a single mule is less valuable over time than an scv, but the time in a game that this dilemma occurs is one where mineral income is so vital because of exponential economic growth.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 22 2013 06:40 GMT
#78
Holy cow, I made this thread like 3 years ago. I think the points have been explored pretty thoroughly.
aka Siyko
LardMaster
Profile Joined May 2012
United Kingdom123 Posts
July 22 2013 06:46 GMT
#79
On July 22 2013 14:51 furyofSkanks wrote:
Reason to bump is that this is still relevant. The only value I can add to this post is to mention a few things that I feel were not considered:

Maybe you should be killing in base orbitals instead of going for scvs or mules?

Also no one mentioned that the cost to upgrade the command center to create mules is 150 minerals.

16 scvs have about hit points 800 hit points an orbital command has 1500? But the the 16 scvs cost more then an orbital command.

In the late game a terran would have no scvs or more or less no scvs and only mules, attacking the orbital would force both mules and scvs to repair and stop mining.... There is also a cost associated to repairing.

If its generally better to go for an scv I would assume it would have to be early on based off the factors I brought up above.

Maybe the answer is something like this:

If terran opened double orbital then mules....

If early mid game scvs

If late game mules since killing scvs would actually help the terran.

No not really. Accounting for the cost of an orbital upgrade is irrelevant because terrans get it regardless of what's happening. Also talking about killing in base orbitals is also mostly irrelevant, as if you have enough time to drop their base and kill an orbital command, then the game is probably over then and there, it's no longer harassment to damage their economy it's a game-ending move. Mining time and minerals lost to repair is not as damaging as killing a bunch of their workers, as if you have enough to try to focus down the CC, then you have enough to kill all the workers which is far more damaging than trying and failing to kill an orbital or planetary, especially in the late game where terrans will most likely have lots of orbitals so they just lift one up and land it at the base you just killed, and go right back to mining.

The only relevant thing to this discussion i can say from what I think is:
1. early game where every mineral really matters --> kill mules to fuck up their BO and initial building production
2. Mid game where you want to do a timing/allin --> kill mules to hurt their production in the lead up to this attack, or if you don't want to risk killing a mule that is almost expired, kill gas SCVs. Although honestly I would always kill mules in this situation.
3. Mid game where you want to take it to the long game --> kill SCVs to hurt the long run income and possibly gas income
4. Late game where terrans moves to relying mainly on mules --> i would kill SCVs here because at this time mules are so easily replaced, and only SCVs can mine gas/repair/build things

Just my 2 cents
habeck
Profile Joined February 2011
1120 Posts
July 22 2013 07:14 GMT
#80
I just dont get the idea of this thread, 1 mule is like 3 scvs, so its almost always better to kill mule ( depends on its lifetime left )
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