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[D/H] The end of Supply Depots? - Page 12

Forum Index > StarCraft 2 Strategy
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bobcat
Profile Joined May 2010
United States488 Posts
December 03 2010 03:51 GMT
#221
This is the strategy thread. Please do not post untested ideas here. Especially ones like this that are clearly bad. Go to the general thread for those. If you are going to come up with a strategy to pollute these boards with, at least give this community and it's members the respect of taking some of your precious time (of which you clearly have a lot) to actually test this build. At the very least, beat a computer with it before you bring it to us. We are here to discuss strategies. We are not here to discuss an idea that gestated in your head for all of 2 minutes. Please make a small effort to work on your strategy before making it a thread.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Takuah
Profile Blog Joined August 2010
United States76 Posts
December 03 2010 03:55 GMT
#222
what needs to be tested out on this theory is how many units you could have out in those first ten to twelve minutes of the game to help figure out what kind of early aggression would be effective against this. but this sounds as if it may some great potential.




pookychoo
Profile Joined September 2010
New Zealand96 Posts
December 03 2010 04:03 GMT
#223
its not feasible to mass CC like the OP describes, but I think it definitely is a good way of using spare minerals... if u are getting high on mins, throwing down another CC>orbital command can pay off big time later on.
30to1
Profile Joined November 2010
105 Posts
December 03 2010 04:04 GMT
#224
On December 03 2010 12:51 bobcat wrote:
This is the strategy thread. Please do not post untested ideas here. Especially ones like this that are clearly bad. Go to the general thread for those. If you are going to come up with a strategy to pollute these boards with, at least give this community and it's members the respect of taking some of your precious time (of which you clearly have a lot) to actually test this build. At the very least, beat a computer with it before you bring it to us. We are here to discuss strategies. We are not here to discuss an idea that gestated in your head for all of 2 minutes. Please make a small effort to work on your strategy before making it a thread.


A little fucking ridiculous the amount of hostility in this comment. But there is a little nut of truth in there amid the insane anger.

Honestly, I have somewhat limited time, and I was hoping this post would encourage people to help contribute ideas to this. It's really potentially a pretty big deal.
sas911
Profile Joined November 2010
Canada113 Posts
Last Edited: 2010-12-03 04:13:34
December 03 2010 04:12 GMT
#225
I feel:
1. Some people in this thread are just being close-minded douchebags, the OP says himself it's purely theorycraft, and it's obviously not "easy" to get BOs for something like this.
2. Bother reading? So many people asking questions that are answered, or asking for existing replays, some people even saying that you should at least prove you can beat a computer, which is DONE in a diamond level play in the freaking replay.
3. Replacing supply depots early game won't be happening. I guess what could be game-changing, is considering OCs like "teching up" your economy. You shouldn't do so early on, using supply depots to "fend" off supply blocks, and when you have decent army, and you can afford "macro tech", I think it's interesting to try.

I'd so try this, but I play protoss and zerg, and I'm not really totally looking forward to learning all of terran to a point where I can validate the viabilities of this build or not.
------
Again, if you bother looking, at the 13 minute mark, you have a max supply army made up of marines and marauders, with a rapist economy, where OCs are only just adding to your benefit.
Soulish
Profile Joined April 2010
Canada1403 Posts
December 03 2010 04:24 GMT
#226
I would consider using this strategy, if not to the extreme suggested. Maybe just get extra OC's, not have them replace supply depot.
me all in, he drone drone drone, me win
Kpyolysis32
Profile Joined April 2010
553 Posts
December 03 2010 04:28 GMT
#227
So, in other words, play Age of Empires II, but in StarCraft

I really like this, though. I play Protoss on ladder, so I can't use it there, but I will definitely try this out next time I'm doing 3v3s or 4v4s just to be a badass.
Man, do I not keep this up to date, or what?
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
December 03 2010 04:56 GMT
#228
I think what this thread will eventually reveal is that it is optimal economically to have at least 2 orbitals per expansion and once you can afford the supply, build orbitals instead of depots. At WORST if you build an orbital you end up with 6 less marines during some timing push by the opponent, so if you can trade units and get your supply down a little, you will be in amazing shape. The benefits improve drastically over time. I am expecting that building a 2nd orbital per expansion will become a standard in the next few weeks.
Developer for http://mtgfiddle.com
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-12-03 05:05:01
December 03 2010 05:03 GMT
#229
I think I generally agree with you dar.

I just ran a series of test games against the AI - I've never played terran before and was pretty pleased at how it feels. Obviously it was just against Very Hard AI - so not much of a challenge - even if I have never played T except 8 campaign missions. But terran FE into OC Farm is sort of nuts.

An interesting side effect revolves around how expansions work. As I posted in thread opener, expansions are really expensive and workers are the vast majority of the cost. Generally you don't want to lose an expansion because its worth around 1900 minerals fully saturated and thats a huge loss.

But if you have around 4-6 OC you can just drop one at an expansion and mule it. Even if it gets killed (unlikely considering lift), you lose at worst 550 minerals - which is nothing considering your income rate will generally flux between 2200-3500. It's sort of ridiculous how potent terrans mid/late game can get using this kind of technique.

EDIT: I've been using a 14 CC / 15 rax build - sort of copying the zerg FE style from the zerg econ thread. The optimizers suggest 14 cc / 16 cc / 17 rax for maxed out econ or 12 rax / 15 cc for safer play.
gongryong
Profile Blog Joined October 2010
Korea (South)1430 Posts
December 03 2010 05:14 GMT
#230
IT WORKS!

im not a T player but for the purpose of science i tested it.
i just do standard early game, 14 CC wall off and swtich to "mule" build.
most problems come from super aggressive early game pressure.

ive tried it 5x already, but because im not T i have problem with timings and proper BO.
let me try it a few more time, and i'll post replay here.

wow. imagine the potential.
JAEDONG ÜBERBONJWA!
30to1
Profile Joined November 2010
105 Posts
December 03 2010 05:25 GMT
#231
Now THATS the kind of post I've been waiting to see!

That's awesome gongryong, I can't wait to see the replay.
Tivo
Profile Joined August 2010
United States121 Posts
December 03 2010 05:32 GMT
#232
Just used this in phantom mode to kick ass as a slayer.
gongryong
Profile Blog Joined October 2010
Korea (South)1430 Posts
December 03 2010 05:44 GMT
#233
30to1 December 03 2010 14:25
Now THATS the kind of post I've been waiting to see!

That's awesome gongryong, I can't wait to see the replay.


30to1,
hats off to you on the idea.

TBH, my interest here is twofold:
1. the pure joy of perfecting a particular build/strategy
2. identifying weaknesses in it as a zerg player (xd)

a legit terran should be able to come up with something more stable tho. i have to read up on terran BO until i could run tests on it. i think the idea of 1depot OC mule is out of the question. there has to be some force to deal with early pressure. however, it shines best as a transition from standard 14CC or whatever defensive T build and somewhere upon saturating the first expo, switch to it. its very managemenst heavy and there is a lull mid game as you do the switch. the general idea however it to get a better max 200/200 army (maybe 180/20 army/scv) than others.

its a little difficult, but im willing to pour in time to it until i can definitively say it works or not. early results are positive. those who post purely on the negative without even trying it or at least providing a counter-theorycraft argument are just envious of 30to1 for starting this xd
JAEDONG ÜBERBONJWA!
manicshock
Profile Joined November 2010
Canada741 Posts
December 03 2010 05:55 GMT
#234
Most players would kill you by 12 minutes. Any competent player would know what's up and just kill you anyways. You might be able to pay for it with a MULE, but that takes time and previous capital. That's more the problem with FE. You're putting 400 minerals into something that hurts army size drastically.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
Sanasante
Profile Joined March 2010
United States321 Posts
December 03 2010 05:58 GMT
#235
Hopefully blizzard will use this as a reason to fix mules
It is during our darkest moments that we must focus to see the light
Tarbosh
Profile Joined October 2010
United States127 Posts
December 03 2010 06:04 GMT
#236
This is a cool idea, but I can't see this being effective among top players. It takes a few minutes before each one pays itself off (CC build time, OC build time, 2 mules). Once the build is scouted an attack between the time of the CC going down, and its own mules paying it off early on should be a game ender against a competent opponent. You sacrifice too many minerals early on to be able to defend. Even if it works for now, it is hard for anyone to defend against/kill something they have never seen before. I can't imagine this working in a game amongst top players unless it is the first time they have seen the build, and even then I doubt it.
ledarsi
Profile Joined September 2010
United States475 Posts
December 03 2010 06:09 GMT
#237
mlbrandow, I stand corrected.

It is indeed possible to get a 200 supply army of approx 50 scvs and 150 marines.

OP said he had lots of vikings too, but I can believe that's possible given your build you posted.
"First decide who you would be, then do what you must do."
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
December 03 2010 06:25 GMT
#238
A better way to do this would be to do a 1 rax FE or 14 CC, or 2 rax pressure, or whatever, and conserve your pressuring marines (as you lose units, you replace them) but you use your additional minerals on saving up for a command center instead of SCVs. This means, get to around 16 SCVs, and keep anywhere between 5-10 marines and a few SCVs on the opponent's base, pressuring him with marine/bunker/SCV and using your additional OC to call more mules down. This is very all-in though (even if you go the no-defense-for-6-minutes route) and so you need to have very good management skills to pull it off. Plus, you can't really get gas until very late in the game, so you're basically counting on being able to keep up enough pressure with your superb micro to prevent your opponent from overwhelming you with tech or superior numbers.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-12-03 06:44:39
December 03 2010 06:41 GMT
#239
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

Yeah I completely agree with this, people look at mules as "free money." Technically it's just mining your minerals faster. Unlike injecting larva, where it's take it or leave it "free," mules are, if you don't get it now, you'll have more later. With that amount of mules, you'll mine out instantly after a few minutes into the game, technically making your push all in since your bases are mined out.

Also it takes nearly 3 mules to pay for one OC.
OC=550 m
2 x 240 = 480
Mining time for an SCV is lost in that. So for the first 3 minutes or so, you are technically suffering.

As for the comment that said he used it to win in Phantom, of course it works since the minerals are at 50,000. That is the "free mineral" situation, unlike in real melee where it's only getting minerals faster. Not to mention delayed tech doesn't really matter in money maps, and no one kills you early game unless they're a troll.
정명훈 FIGHTING!!! Play both T and P.
Dommk
Profile Joined May 2010
Australia4865 Posts
December 03 2010 07:02 GMT
#240
On December 03 2010 15:41 TriniMasta wrote:
Show nested quote +
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

Yeah I completely agree with this, people look at mules as "free money." Technically it's just mining your minerals faster. Unlike injecting larva, where it's take it or leave it "free," mules are, if you don't get it now, you'll have more later. With that amount of mules, you'll mine out instantly after a few minutes into the game, technically making your push all in since your bases are mined out.

Also it takes nearly 3 mules to pay for one OC.
OC=550 m
2 x 240 = 480
Mining time for an SCV is lost in that. So for the first 3 minutes or so, you are technically suffering.

As for the comment that said he used it to win in Phantom, of course it works since the minerals are at 50,000. That is the "free mineral" situation, unlike in real melee where it's only getting minerals faster. Not to mention delayed tech doesn't really matter in money maps, and no one kills you early game unless they're a troll.


1) Following that logic, Zerg loses XXXX minerals for every building they make, which is true, but the point is that it isn't that big of a deal

2) You have much higher income than your opponent, yes you are getting your minerals quicker, not "free", but comparatively, your opponent is going through his minerals significantly slower, so the minerals may as well be free, because really, you are capable of creating an army that is much bigger than his in the same amount of time and thus you are always at an advantage in that regard.
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