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[D]Mules Vs. Chronoboost: An Objective Analysis - Page 2

Forum Index > StarCraft 2 Strategy
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gundream
Profile Joined April 2010
United States229 Posts
October 07 2010 01:02 GMT
#21
there should be another test done to compare the same results after 30 minutes of play....pumping only scv's probes chrono and mule...and expanding once saturated....like to see that timing....
Archaic
Profile Blog Joined March 2008
United States4024 Posts
October 07 2010 01:05 GMT
#22
Another factor to consider is the fact that MULEs sacrifice scan. Yes, you can say that you spend chronoboost on things other than probes, however, the availability of scan is much more urgent than the availability of chronoboost. If you're attacked by something that is cloaked (ravens are expensive) and you don't have a turret nearby, then you actually have to *wait* for scans assuming you're constantly using MULEs. It is certainly an aspect that is much easier to abuse than Chronoboost.
SC.Shifty
Profile Joined August 2010
Canada135 Posts
October 07 2010 01:07 GMT
#23
doesnt anyone still find it ridiculous that 46 scvs can be as as it is to 60 probes?

and i know, its been said about a million times
but its so true
late game, mules are just so effective to cost nothing but energy. and the more expos terran has the worse it gets, allowing the terran to skimper out on alot of workers, and using the 5-6 mules every cd. this creates a huge difference in army compared to harvesters
We require more MINERAWLZZzz.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2010-10-07 01:10:58
October 07 2010 01:08 GMT
#24
i can use 6 scv's to atuo repair my mech units(thor) in a timed push, and still maintain mirrored ecomany :D, how is that fair?

i like what this guy said above me, in late game, i can have a 200/200 army and still be getting ecomany :D, there hasne't been any pro games showing this just as yet
Live Fast Die Young :D
Drathmar
Profile Joined September 2010
United States160 Posts
Last Edited: 2010-10-07 01:10:46
October 07 2010 01:10 GMT
#25
>> There was a day[9] replay recently on the daily where he paused the replay at a point where terran had only 3 mules mining (on a gold I think) and a protoss had 31 probes mining (on a blue) and their income was exactly equal at 700.

If you watched the Terrans did fluctuate more (dropping to 300 but sometimes up to like 800) but still it was almost as good as 31 probes (or, since blue is 5/7 as good as a rich...) 21.14 probes, with 3 mules.

I know he paused there and mentioned it just cause it was funny but its still kinda amazing how 3 mules on a gold are almost as good as 31 probes on a blue (or 21 probes on a gold).
"you're just neural parasited by a retarded infestor" - day[9]
dave333
Profile Joined August 2010
United States915 Posts
October 07 2010 01:14 GMT
#26
^That's the point lol, races are designed in this way.

That said, mules are still wonderfully effective because they are by far the most forgiving macro mechanic.
Drathmar
Profile Joined September 2010
United States160 Posts
October 07 2010 01:18 GMT
#27
Im not saying mules are bad, or that they should not be in the game or anything I am jsut trying to point out they are TOO effective.

21 probes is like 11 chronoboosts + 8.5 seconds each and can't be done at any point with 1 or 2 bases EVER at once in succession.

3 mules is instant and can be made with 3 bases.

I think mules should mine 20 minerals in 2x the time it takes svcs to harvest 10 (so 1 trip per svc 2 trips but only 2/3 as much minerals as now).
"you're just neural parasited by a retarded infestor" - day[9]
Euronyme
Profile Joined August 2010
Sweden3804 Posts
October 07 2010 01:49 GMT
#28
mules are good because they dont cost any supply. if its a long macro game, the terran could just kill off all his SCVs and get an extra 60ish supply of units and let the mules keep him ahead of the toss in econ.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Legion.217
Profile Joined August 2010
28 Posts
October 07 2010 02:55 GMT
#29
On October 07 2010 10:49 Euronyme wrote:
mules are good because they dont cost any supply. if its a long macro game, the terran could just kill off all his SCVs and get an extra 60ish supply of units and let the mules keep him ahead of the toss in econ.


Theoretically so could zerg if they had money in the bank and ALOT of larva, but eh.. rather risky.

So, from what we have been discussing, i see a few very valid points:

It is fairly feasible to use mules 9/10ths of the time, very rarely scanning. It is not feasible to chrono probes 9/10ths of the time, while forsaking research etc. There is a limit to what CB probes can accomplish without an expansion up, however mules bypass saturation.

Protoss economy has a snowball effect, and while the evidence clearly shows that, in this very limited test, does come out on top (protoss is after all, the most expensive, technologically advanced race, it would make sense that they require more economy to maintain, and therefore are capable of more economy).

I wonder what people would say to mules no longer bypassing saturation? This would certainly cut down on what terran can do with a 1 base all in turtle, no? Then, they, like protoss and zerg, would have to expand to reap the benefits of their OC, or else only use it to scan.

Here's an interesting thought: If a mule is worth at least 270, making an extra OC in your main just for mules would be economically effective after the 3rd mule, breaking just about even after #2.

270 x3 = 810. OC costs 400+150 = 550. Differeince of 260. Granted this could hurt late game, since you will mine out your main incredibly fast (and obviously it is much more preferable to actually just expand and send all mules to the new mining location to get the highest sustained income for as long as possible) but still something to think about. If a mule is = to ~5 scv, then you could theoretically have a base that was like 40 saturation, rather than 30. That would allow for a 4th rax possibly, meaning 2 extra marines every build cycle.
Legion.217
Profile Joined August 2010
28 Posts
October 07 2010 03:11 GMT
#30
Something else to think about; if we did this test with all 3 races, i can almost gaurantee that zerg would win easily. No race can power workers like zerg can, yet you don't see any discussion of the zerg spawn larva mechanic being called overpowered.
smoorn
Profile Joined July 2010
Poland66 Posts
October 07 2010 03:23 GMT
#31
The Protoss player had also spent an extra 700 minerals on one pylon and the extra Probes. Putting the Protoss player at a full 1100 minerals harvested ahead of the terran player at the 10 minute mark. Assuming we had carried on this experiment and expanded to a second expansion at 50 workers, this gap would have become even larger.


i do not understand this logic.

the way i see it is that protoss is ahead by 410 minerals, but he invested 700 minerals more to hearvesters, so his army will be 300 minerals weaker than terrans army, and terran will have to build less supply depots than protoss will have to make pylons.
storm44
Profile Blog Joined July 2010
1293 Posts
October 07 2010 03:27 GMT
#32
yeah there are way to many other factors that affect both races economy because while a terran might only use the energy for mules protoss most likely has to use it for upgrades such as charge/storms or units like collosus
Iggyhopper
Profile Joined July 2010
United States259 Posts
October 07 2010 03:32 GMT
#33
On October 07 2010 11:55 Legion.217 wrote:
Show nested quote +
On October 07 2010 10:49 Euronyme wrote:
mules are good because they dont cost any supply. if its a long macro game, the terran could just kill off all his SCVs and get an extra 60ish supply of units and let the mules keep him ahead of the toss in econ.


Theoretically so could zerg if they had money in the bank and ALOT of larva, but eh.. rather risky.
No.

In P and Z's case, you need workers for income. T is the exception. If you lose all your workers, you're still in the game if it's a cutthroat neck and neck tie. If P or Z loses all their workers, they're more easily toasted.
mierin
Profile Joined August 2010
United States4943 Posts
October 07 2010 03:38 GMT
#34
Max: Do I get a Sticker if i keep playing ZvT???

Lauren Graham: "..God why did I leave Gilmore Girls??"
JD, Stork, Calm, Hyuk Fighting!
Baltor
Profile Blog Joined September 2010
United States171 Posts
October 07 2010 03:43 GMT
#35
Regardless of all of the problems that people here seem to be trying to poke in your test (which they should, I suppose, if we want to come up with an "ultimate" comparison between the two abilities,) I think I can speak for most of us when I say thanks for performing the test and giving us the data. At the very least, it gives us something to look at and analyze from a purely early economical standpoint.
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
October 07 2010 03:50 GMT
#36
So the data is interesting and all but the conclusion you came to is that we should have less threads on Mules being OP based on the research? Seriously?
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
October 07 2010 03:58 GMT
#37
I wish that no one would post anymore about statistically comparing very very narrow concepts of multiplayer without taking into account the rest of the matchup. Comparing mules and chronoboost in an isolated environment makes no sense whatsoever. This is like concluding that the CC is better than the Nexus. What does it prove about multiplayer and balance between the matches?
Nothing at all.
Hi there. I'm in a cave, how bout you?
Ichabod
Profile Joined May 2010
United States1659 Posts
October 07 2010 04:17 GMT
#38
On October 07 2010 12:58 0mgVitaminE wrote:
I wish that no one would post anymore about statistically comparing very very narrow concepts of multiplayer without taking into account the rest of the matchup. Comparing mules and chronoboost in an isolated environment makes no sense whatsoever. This is like concluding that the CC is better than the Nexus. What does it prove about multiplayer and balance between the matches?
Nothing at all.


Starcraft is a game reliant on many factors that eventually combine to you either winning or losing.

Income is one of those factors, and a very large concept in the game. Some people are not content just playing the game, but want to build an understanding for the theory behind the game, the mechanics that can build up to a large army and good macro.

Comparing MULES and Chronoboost isn't essential to understand the game at a basic level, but analyzing the differences between the races can be exciting while learning more and forming a better grasp of the mechanics of SC.

Narrow concepts of the game can be the decider between a win or a loss, and as long as there are complicated videogames there will be analysis of the most minute details to find the best, most efficient way to play the game.
Chronicle
Profile Joined September 2010
161 Posts
October 07 2010 08:49 GMT
#39
The complaint with Mules has never been that they exist, the complaint has been their is no skill to it, it's global, breaks the saturation cap, has direct combat utility and allows Terran to comeback from near impossible situations. Queen misses an inject, it effects zerg. Nexus misses a Chrono, it effects Protoss. Terran misses a mule? HA.

All mule needs is some skill to using it, punish Terran the same way Z+P to the point where it is an equal macro mechanic and not a superior one. IE one or more of the following

1 - Limit mules to the CC they are from.
2 - Have mules NOT stack with SCV. Make them fight over mineral patches but give mules priority.
3 - Some form of cooldown to prevent stacking.
Liquid'Tyler is short for Liquid'Tylenol
Cirqueenflex
Profile Joined October 2010
499 Posts
October 07 2010 09:21 GMT
#40
what about you redo that test with each faction having the chance to expand multiple times?
So with mules Terran might use that early ressource advantage to get another expo/2
This might result in both players reaching that 60 harvester point at about the same time if Terran can build each expansion a few workers faster and therefore can increase his economy faster
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
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