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[D/H] The end of Supply Depots?

Forum Index > StarCraft 2 Strategy
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30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-12-05 01:13:45
December 02 2010 08:12 GMT
#1
So this thread has sort of exploded and it seems that it only took two days for this to (some degree according to the replies) enter the meta. The Artosis/TeamLiquid tweets really pushed it over the edge. Over the next few weeks people will use it, test it, and the community will evaluate its overall worth by ... trying it in games and either winning or losing. So good luck, I hope this was worth while, and here is the information that I can help give you guys while trying it out.

NOTE - Based on most of the responses I don't think people got many of the reasons this is so good. So I've simplified the shit out of it and focused on what I think the long term less gimmicky use of this is. For those curious about the original numbers that lead me to this post - see spoiler at end.

Why is the OC special?

In the past, there were only three ways to generate income.
[image loading]

SC2 has given us a fourth income generating unit. It is the only one of its kind.
[image loading]

The MULE itself might be the little thingie that carries minerals around, but the thing thats actually special is not the MULE, its the OC itself. The reason? Oversaturation and the fact that the MULEs themselves are renewable for no mineral cost after your initial 550 investment (in other words, the MULEs themselves are disposable).

Every Orbital Command you build should provide you will a income of ~180/m per minute every minute. It does not matter how many workers are harvesting and it does not matter where you build or position that OC. It can still generate this income as long as you have a base, any base, anywhere, within walking distance of a mineral patch. It does not matter if a hellion fried a mule 5 minutes ago, it does not matter if you have 0 minerals and have nothing but a single OC. Every 90s an OC will bank 50 energy you can use to place a mule anywhere on the map. It doesn't even matter if you forgot to get your minerals for a few minutes - the OC will bank 4 income boosts if you forgot about it for a while, or if you just want to give yourself a sudden burst of 540/m per minute over the next 90 seconds.

Do not think of an OC as you would anything else in SC, it is fundimentally different. The OC is itself an income generating structure. Every 90 seconds an OC will generate you a little mechanical income boost (regardless of where it is or how many workers you have). Note: because OCs generate 50 energy at ~85 seconds there is a period of overlap between two mules, although I constantly cite OC income at ~180/min its closer to ~200 - OC income is higher than MULE income.

OCs are really good.

Can 4 OCs alone be better than a saturated expansion?

Yes. 4OCs will generate an income equal to a saturated expansion but there is more to it. Let's compare the options for generating 800/m/minute (worker costs are food adjusted @12.5 - no adjustment was applied for supply value of base).

~800/m/minute
[image loading]
This costs 1900 minerals / 24 supply

~800/m/minute
[image loading]
This costs 1800 minerals / 24 supply

~800/m/minute
[image loading]
This costs 550 minerals / 0 supply

Admittedly, this is a favorable oversimplification depending on your perspective, to get those 4 mules working constantly you need 4 OCs. With a bit of a discount considering you start with one CC, getting 3 addl OCs will cost you 1390 (food adjusted cost @12.5 per food not including first CC in food discount or build cost). That doesn't seem that great, sure you save a 400-500 minerals - but not game breaking.

The difference is in exposure and vulnerability. Look at those three bases and the costs under them. Thats how many minerals you're risking on your expansion. The real cost of an expansion is not the 3-400 minerals to build the base, the real cost is in the 1500 minerals to build the workers and the eight minutes it takes to replace them if they die.

Because an OC/MULE only expansion is nearly risk free compared to other bases and they fly you can take risks with them that you never would have dreamed of with a real expansion. The reality is, if a big threat drops and stims on your door and kills all your mules, it sucks, it hurts, and yeah, it might lose you a game. But often, you can just lift the thing, stick it somewhere else, call more mules and be just fine.

OC Farming is superior to a normal expansion since it carries less Risk. That means you can be more aggressive about 'expanding' to vulnerable areas - including gold expos or corner locations.

How does this fit into Supply Depots?

Every time you build a supply depot, you spend 100 minerals. Once built, those minerals are lost forever. They're just a burden and they die easy. A OC provides you with 137 minerals worth of supply, has a ton of hitpoints and unlike a supply depot will pay for itself in 3:20.

In an ideal world, you should absolutely never build a supply depot.

The reality is that you will have to build at least a couple supply depots in order to live long enough for an OC to pay for itself (I got a little over excited with my first post ;D). That said, every time you build a depot, you should be aware of the fact that those minerals could have been better spent on more OCs. That in the long run those OCs will catapult you ahead of your opponent.

Keep that in mind with every supply depot you make. Each one is a delay in OC Farming, the long term benefit in opting for OCs over Depots (where feasible) is very real.

How effective can OC Farming be?

Because your OC Farm can be very defensively positioned (you can actually use the OCs to wall off), OC Farming allows you the additional income of an expansion without the additional vulnerability. Because OCs can fly - they also give you tremendous flexibility in repositioning your current MULE fest.

There's a tremendous amount of flexibility in how this can be used. I think that it should be strong incentive to take a natural early and I predict terran FE may become really popular. With it, you should be able to produce the income of three or four bases much faster and much safer than any other race. Your MULE income off of the main and FE alone will be half of a third, and that should be a big appeal.

Some people may try to use a 4-8 OC mega push and play mass macro style. Frankly, I think this could be viable mid or late game. Sure you will lose at cost, but you can realistically double your opponents income so just throw 60 marines at him every minute, most will die, but your income will replace losses faster, and because you can reposition your expos at will with low risk you can mine shit out with less concern.

Or you could just play fairly standard and is drop a couple extra OCs if it looks like the game will go past 10 minutes. You should start to dramatically pull ahead in income compared to any other race with considerably less supply used in workers and with dramatically risk.

As this develops, I'll add more edits with notes, builds, replays, etc.

Some Replays and comments about games posted around page 18...

+ Show Spoiler +


Showing what IMO is the beginning of a more mature use of this technique.

On December 05 2010 02:42 Bixs wrote:
Here is one replay on my main account aganist a 2300+ zerg (i am also 2300+)

TvZ - fake 2 rax pressure -> into 3 OC -> into pressure build:

http://www.sc2replayed.com/replays/112391-1v1-terran-zerg-steppes-of-war


More links on some high diamond replays...

http://www.sc2replayed.com/replays/112393-1v1-terran-zerg-jungle-basin
http://www.sc2replayed.com/replays/112417-1v1-terran-zerg-jungle-basin

Some early testing...

On December 04 2010 12:20 Akuemon wrote:
Here's some examples of this in action. Not the best replays but meh. Our whole clan thinks its overlpowered.

1v1 TvP example, not great play from both players but its something.
http://www.sc2replayed.com/replays/112217-1v1-terran-protoss-metalopolis

1v1 TvZ a better replay, the zerg(me) could have gotten better tech units rather tahn mutas. probably infestors. shows how fast a terran can produce and waves of waves of attacks. I could've micro'd better as well.
http://www.sc2replayed.com/replays/112219-1v1-terran-zerg-metalopolis

Please note that we knew what the terran was doing, and try'd things to stop it.
We did not have any rules just the Z or P trying to stop it.


On December 04 2010 10:50 Bixs wrote:
Here are some replays:

TvZ - Zerg counter attacks big time with roaches and banelings.
http://www.sc2replayed.com/replays/112193-1v1-terran-zerg-lost-temple

TvZ - constant marine pressure against muta/bling/ling
http://www.sc2replayed.com/replays/112194-1v1-terran-zerg-scrap-station



Toss killing mass orbital:

On December 04 2010 20:17 Dsn4001 wrote:
Played against someone going mass orbital commands. You'd notice that even though I was always ahead in workers by at least 8. His income is always higher than mine except at the end game.

Problem was the map really, jungle basin is not best map for this since expansion besides the natural are limited.

[image loading]



If you have replays - feel free to PM me and I will include them, win or lose, top diamond or low bronze.

gongryong has put together a little FAQ - his comments mostly revolve around helping to clarify the first version of this post - which was much more extreme and focused on a more committed early OC all in - but I thought his points were still good. If he (or anyone else) wants to update or contribute to this, please feel free to PM.

FAQ

1. Please summarize what is this strategy/build all about?
+ Show Spoiler +

(Over the duration of this thread, this strategy has evolve a bit thanks to those willing to
spend time and energy to try it out and prove/disprove it.) At this point, this build is about
going standard early game as you see fit, and after that switching to mass OC for supply
and mules and inevst in a mule heavy economy to support your army. With mass mules,
you can sacrifice some of your scvs in order to get to an army heavy max 200/200
(some say 180/20) scenario


2. Do you mean i DO NOT have to build depots AT ALL?
+ Show Spoiler +
The idea of this strategy is to reduce dependence on depots as food supply and instead
get it from OCs, especially mid-late game.

3. So you just build the initial depot and spam OC all the way?
+ Show Spoiler +
That was one of the initial ideas. But early tests indicate that you need standard depot
build early game for the following reasons:
- at 400m and longer build time, OCs are not optimal early game
- you need early game depots to support first batch of scvs and early army

By midgame, or once you have a stable economy and decent army, you can SWITCH to this
"build" by forgetting about depots and spamming OCs for mules (see details above for the
figures on mule-heavy economy).


4. What about scvs?
+ Show Spoiler +

You will still need scvs particularly early game (per standard) until it is safe to switch to
mule-based economy. At this point, you will need less scvs, mainly for gas harvest, repair,
and building. Reducing scvs is an essential part of this strategy since it will give you a
bigger percentage of army in a 200/200 max out scenario vs others.


5. What are the weaknesses of this strategy?
+ Show Spoiler +

If you proceed with your game rushing to this strategy, you will clearly have to skimp on
early army. An opponent who scouts this might react to this aggressively with early
pressure or might all-in against you. this could be a major problem. Or, you could simply
go standard early to mid game, 2 basing preferably, and switch to this strategy,
then you could see the potential of this strategy. Moreover, some point that mules only
address the mineral aspect of your economy, what about the gas? I see this a general
economy issue and not particular to this strategy - meaning mule or not, terran or any other
race, one has to always mind gas harvesting. you will have to save some scvs for gas
mining.


6. Do you have replays to prove it?
+ Show Spoiler +

At this point, this strategy belongs to everyone, including you. If you think this is impossible,
you are welcome ignore this. But IF you argue against it, please be kind enough to post a
rational argument and not just a blanket denial. Otherwise, try it out yourself, experiment
with it, mix it up, do anything to prove by your account if this build is viable or not. By then,
you can post any argument you want with the benefit of personal experience.




Original post for those curious as to how this got started...

+ Show Spoiler +
The goal of this thread is honestly, to come up with a game breaking technique for terran by maxing out abuse of mules. How does this end supply depots? We'll get to this soon.

I'll be stating a lot of stuff, backed up by with rough math. But I admit this is all theory craft at this point. I'll be refining this as we go - but I wanted to share my conclusions. If anyone is interested in helping me figure out how to absolutely abuse the ideas that follow - please contribute.

Background Information

After running some numbers on mules in this thread:
http://www.teamliquid.net/forum/viewpost.php?post_id=7156269

I came away pretty shocked at how incredibly broken mules are. I broke out excel and ran some calculations. The key point is I came away with is that once built, it takes around 3:20 for terran to pay for an orbital command plus 10 scvs (if people are curious I can share the xls).

The other key number is 4 orbital commands. That's the number of orbital commands required to call down enough mules to mine ~800 minerals per minute (the same as a fully saturated base).

Mules

Mules are incredible. So incredible that I think they may legitimately break the game if used to their fullest potential. An orbital command can put down a mule every ~85 seconds. A mule lasts 90 seconds and mines 180 minerals per minute. For comparison, 3 scvs mining a mineral patch will produce ~100 minerals per minute (about 40/35/25 if mining the same patch according to my tests). So in one sense a mule comes pretty close to being worth 5-6 scvs. A great ability that you can constantly use.

But the part where mules become broken is their ability to oversaturate a mineral patch. Every base in SC2 has 8 patches. In order to get 6 SCVs to mine 200 minerals a second, it takes up 2 mineral patches. A fully saturated base will mine 800 minerals per minute and require 24 scvs.

Mules on the other hand can mine 180 minerals a second regardless of how many other workers are there. With 24 scvs and 4 mules mining at a single base you should be able to mine roughly 1520 minerals a second. That's the same as two fully saturated expansions.

So 4 mules is roughly equal to a fully saturated base...so what?

4 Mules are much better than a fully saturated expansion.

In order to put together a fully saturated base, it costs money. You need to build the command center, and you need to build 24 workers, those 24 workers need to eat - so you also gotta build supply depots.

The true cost of an SCV is 50 minerals plus 1 supply (using a supply depot, a supply is worth 12.5 minerals) - so an SCV is costs 62.5 minerals. 24 of these will cost you 1500 minerals + 400 for the command center.

So it costs 1900 minerals to build and fully saturate an expansion - the CC itself is only ~25% of the total cost - the vast majority is in the workers and supply.

Why does this matter? 1900 minerals is a lot. It costs you that much to take a natural and fully saturate - this is why FE is pretty risky. Taking a quick third and fully saturating both bases will cost you 3800 minerals. Thats a metric shit ton. In this game, its generally not economically feasible to saturate a third base before your main is nearly mined out because of the cost in workers. Additionally, because workers take up supply, building 90 workers to fully saturate 3 bases will leave you with a paper army compared to someone 2 basing. Chances are pretty good, you won't hold that third (we see this happen time and again with zergs who take a third as a response to a FE - they simply do not have enough money to saturate and build any remote defense).

So most of the time, we all have to be content with a max income of around 1500 minerals per minute (2 fully saturated bases). It's almost impossible to exceed this (aside from golds, which we'll ignore for a bit).

Mules break all those rules

So here is where we finally get to the interesting shit. Mules are the only unit in SC that can completely break the above. A terran player capable of rolling out 4 mules on 2 fully saturated bases will mine ~2200 minerals per minute. This is realistically more than any other race can do. If you get really ambitious, a terran player capable of rolling out 8 mules on two bases will mine ~3000 minerals per minute. Thats equal to 4 fully saturated bases. With an income that high, you should be able to produce a marine every second.

But it's not possible to get a steady stream of 8 mules!

Well. Not if you play conventionally but I think that in order to play terran to its maximum potential, you should not play remotely like any other race, nor should you play as the designers intended, because AS TERRAN YOU SHOULD WORK HARD TO NEVER BUILD A SUPPLY DEPOT.

Well. Ok. You need that first one to get a barraks. But lets ignore that first depot. Let me say it again...

AS TERRAN YOU WORK HARD TO NEVER BUILD A SUPPLY DEPOT.

Command centers are always economically better for supply. Why? Because supply depots suck. They're just lost minerals AND they get killed easy leaving you supply blocked. If you can possibly arrange a way to afford it, you should ALWAYS BUILD COMMAND CENTERS FOR FOOD. Why? Because in ADDITION TO BUILDING WORKERS FASTER, THEY GIVE YOU MULES AND ALLOW YOU TO OVERSATURATE.

A command center gives you 11 food, this is worth 137 minerals in supply (depot gives 8 @ 100 minerals). The actual cost of a command center is really 263 minerals, the orbital is another 150. Using ONLY MULES the orbital command will pay for itself in about 3:20 (550 minerals) - a single mule will pay for the command center using its food adjusted cost in 90 seconds. After this, unlike a supply depot the orbital command will begin to improve your income. Dramatically. If you can get 2 orbital commands, the mules alone will entirely pay for a constant stream of additional orbital commands. What does this mean? Well. It means that you could have 8 orbital commands in around 9 minutes, and an income of 3,000 minerals per minute (equivilant to 4 fully saturated bases).
Obviously, it won't always be possible to avoid building depots.But the point is that this is something you should try very hard to avoid. A supply depot does not improve your income. Orbital commands do. Two will completely pay for a third in mule income alone, 3 will give you 540 minerals / minute, allowing you to continue pumping out additional CCs in mass (paid for by mules alone).

So let me just review. Using your main, and your natural, you can have an income equvalent to 4 fully saturated bases. This mechanic is absolutely unparalleled by anything the other two races have -- and we haven't even started looking into planetary fortresses as incredibly cost effective defense yet.

Theorycraft
I admit completely that this thread is theorycrafting at its best. But I wanted to put this post up so that I could eventually take credit for the inevitable nerf on Mules . I'll be adding builds, replays as I have time.

In the mean time, please feel free to add suggestions, think it out, try builds. The best I did was a 14 CC 15 rax with my 4th orbital at ~ 6 minutes. I walled off the natural with CCs and 2 bunkers. I had an income of 2200-2400 at 9 minutes. I'm sure this is viable.


EDIT:

Griffith has posted a build with high diamond replays showing that this is viable.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=173703

The revolution has begun :D

EDIT 2:
12/2/10
- I want to claim the phrase "Farming OCs" as this is essentially what this is all about.



twalf
Profile Joined October 2010
United States12 Posts
December 02 2010 08:15 GMT
#2
and then you're mined out. crap. at least you can float all your 550-mineral orbitals around to confuse your opponent
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-12-02 08:22:22
December 02 2010 08:19 GMT
#3
I think the optimal strategy is a 100% all in at around 12 minutes. This would include all scvs - since they're really sort of unnecessary at that point. But truth is - you can just fly CCs all over the place, land, throw down nothing but mules, lift if theres any remote threat... with around 8 CCs it doesn't really matter if one or two die since your workers were free.

Honestly, this has the potential to break the game - it redefines how the fundamental mechanics and balance of the game work. The trick is figuring out how to keep alive for around 9 minutes while building command centers. I think planetary fortresses may have a legit role here.

Again, I am going to have replays and shit when I get more time.
pfods
Profile Joined September 2010
United States895 Posts
December 02 2010 08:20 GMT
#4
...this renders me speechless, but i'm still going to try it out and see if i can make it viable.
pingy[wen]
Profile Joined June 2010
United States157 Posts
December 02 2010 08:23 GMT
#5
or you can float them around to other bases to mine them...
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
December 02 2010 08:24 GMT
#6
don't command centers build much too slowly to keep up with the ramped up unit production you're meant to enjoy with this income?
I AM THE UNIVERSAL CONSTANT
ChineseWife
Profile Joined August 2010
United States373 Posts
December 02 2010 08:24 GMT
#7
It's not april yet
Oops I made no units
Nihilnovi
Profile Joined May 2010
Sweden696 Posts
December 02 2010 08:24 GMT
#8
On December 02 2010 17:15 twalf wrote:
and then you're mined out. crap. at least you can float all your 550-mineral orbitals around to confuse your opponent


And you are 100+ food ahead of the other player, since he hasn't even mined half of his minerals on 2 bases =)
Shlowpoke
Profile Joined August 2010
United States102 Posts
December 02 2010 08:25 GMT
#9
First off, I'd like to say that it's awesome to see all the math for this. Well done, sir.

On December 02 2010 17:19 30to1 wrote:Honestly, this has the potential to break the game - it redefines how the fundamental mechanics and balance of the game work. The trick is figuring out how to keep alive for around 9 minutes while building command centers. I think planetary fortresses may have a legit role here.

Whoa, whoa. Calm down a sec. That sounds a big extreme. Try that out, sure. But after that try to think of a more gradual approach, because if you can get to a mid or late game where you don't have to spend any supply on workers, you can have a pretty large Terran ball.
MementoMori
Profile Joined April 2010
Canada419 Posts
December 02 2010 08:25 GMT
#10
Very interesting and well thought out post. This kind of idea had occurred to me before, but since I don't play terran I didn't have any motivation or reason to test it out. I can't really think of any reason why this wouldn't work to be honest. A little worrying haha
for the world is hollow and I have touched the sky
tigerflux
Profile Joined September 2010
United States20 Posts
December 02 2010 08:28 GMT
#11
How many cc's can you fit on the average island expo..ie lost temple or desert oasis. Considering they can fly and take no space while gaining mama over time is broken. I would like to see this used in replays
Whatever happens. Have no regrets.
Zzoram
Profile Joined February 2008
Canada7115 Posts
December 02 2010 08:28 GMT
#12
I considered this but always assumed command centers take too long to build for this to be viable. That plus Orbitals are huge and you can't burrow them so they make moving around in your base way harder.
theherder2
Profile Joined September 2010
United States538 Posts
December 02 2010 08:30 GMT
#13
I think that you're ignoring one of the essential timings to this, which is the time it takes to build a command center, especially your first one or two. Yes, the mules will pay for them later but you're leaving yourself a lot of timings in the early game when you are investing heavily in command centers to 1. get mules/workers 2. get supply. all those minerals could have gone to more barracks or more marines or both, so if a competent player sees this type of build, he can just rush you to death.

this is if you're cutting out all supply depots as said, so you're trying to build your first CC at 14 supply ish. Still this is me theorycrafting... so good luck with it!
desRow
Profile Blog Joined May 2009
Canada2654 Posts
December 02 2010 08:31 GMT
#14
this is sick : (
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-12-02 08:32:21
December 02 2010 08:31 GMT
#15
This sound like an awesome strategy if you center it around a gigantic ~20 worker, 180 supply army 200/200 attack off 2 bases when maxed. So you basically skip workers for almost everything but gas and spam mules and get an insanely powerful max and then attack, and while attacking you can triple expand or something.

So basically a great idea, I'd love to try this.

On December 02 2010 17:30 theherder2 wrote:
I think that you're ignoring one of the essential timings to this, which is the time it takes to build a command center, especially your first one or two. Yes, the mules will pay for them later but you're leaving yourself a lot of timings in the early game when you are investing heavily in command centers to 1. get mules/workers 2. get supply. all those minerals could have gone to more barracks or more marines or both, so if a competent player sees this type of build, he can just rush you to death.

this is if you're cutting out all supply depots as said, so you're trying to build your first CC at 14 supply ish. Still this is me theorycrafting... so good luck with it!

Meh, you can just do 1rax cc normally and build one extra depot.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
deji
Profile Joined October 2010
Estonia46 Posts
Last Edited: 2010-12-02 08:37:38
December 02 2010 08:35 GMT
#16
Well done, sir.

I will have to test this build out on the ladder.

Also, I don't get why you would have to move them around in your base. Just plant them down in the corner with some Sim City placement, you don't actually have to float all of them anywhere, just float one over to an expansion and mule there.
Krayze
Profile Joined May 2009
United States213 Posts
December 02 2010 08:38 GMT
#17
It takes a long time to build up your CC count in the early game. A possible answer is walling with the CC's and building up tanks behind them. Still gotta worry about the air so marine/tank maybe?
30to1
Profile Joined November 2010
105 Posts
December 02 2010 08:39 GMT
#18
On December 02 2010 17:31 Shikyo wrote:
This sound like an awesome strategy if you center it around a gigantic ~20 worker, 180 supply army 200/200 attack off 2 bases when maxed. So you basically skip workers for almost everything but gas and spam mules and get an insanely powerful max and then attack, and while attacking you can triple expand or something.

So basically a great idea, I'd love to try this.

Show nested quote +
On December 02 2010 17:30 theherder2 wrote:
I think that you're ignoring one of the essential timings to this, which is the time it takes to build a command center, especially your first one or two. Yes, the mules will pay for them later but you're leaving yourself a lot of timings in the early game when you are investing heavily in command centers to 1. get mules/workers 2. get supply. all those minerals could have gone to more barracks or more marines or both, so if a competent player sees this type of build, he can just rush you to death.

this is if you're cutting out all supply depots as said, so you're trying to build your first CC at 14 supply ish. Still this is me theorycrafting... so good luck with it!

Meh, you can just do 1rax cc normally and build one extra depot.


I think the advantage would max at around 12 minutes if its possible to get a ~3k income at 10 without getting killed. My first not shitty build had mined a total of 10,700 minerals at exactly 10 minutes, stopping CC production here and just spamming army/mule would mean around 16,000 minerals worth of crap at 12 minutes. That should honestly just be more than any other race can possibly handle.

30to1
Profile Joined November 2010
105 Posts
December 02 2010 08:43 GMT
#19
On December 02 2010 17:35 deji wrote:
Well done, sir.

I will have to test this build out on the ladder.

Also, I don't get why you would have to move them around in your base. Just plant them down in the corner with some Sim City placement, you don't actually have to float all of them anywhere, just float one over to an expansion and mule there.


This is still extreme theory. I would try various builds out first to figure out how to make it reasonably survivable first (obviously).

I will also post my best build when I get a little more time to try out more shit - again I think fitting in an engineering bay and PF early on might be a good way (PF is the most cost effective defense in game, especially since your scvs aren't really needed to continue income).
Roban
Profile Joined August 2010
Netherlands73 Posts
December 02 2010 08:44 GMT
#20
This is a really nice idea, but I'm wondering about 1 thing.
How long does it take for an Orbital Command to pay itself back, starting from when you start building the command center, and including the mining time lost by the SCV building it?
I think the 90 seconds you stated with the MULE is a bit misleading.

Still, it might be very worthwhile to start using Orbital commands to build walls. I'm definitely going to try this out when I play Terran some time.
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