[D/H] The end of Supply Depots? - Page 13
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swiftazn
United States36 Posts
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KevinIX
United States2472 Posts
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michaelhasanalias
Korea (South)1231 Posts
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Carefoot
Canada410 Posts
I'll see if I can explain to my mom how to turn on my computer so she can put some of the ones from post-beta onto replayfu. | ||
caduceus
United States11 Posts
Interestingly, qxc used this strat style in the late game against mini(P), with numerous OC's and PF's on Lost Temple. I think he had OC's in the teens. He even spammed mules on mini's mineral patches to pick off some of his (potential) income. Long game, but definitely worth the watch even for the entertainment value alone (loads of double drops, nukes, mothership, mass carriers, etc.). Anyway, here's the link to this pretty epic game: http://inflowgaming.net/download-replay.php?id=160 Result spoiler and further comment below: + Show Spoiler + qxc eventually lost the game, but I think it shows that massing OC's late game clearly has potential. | ||
ilikecheese
United States8 Posts
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Sv1
United States204 Posts
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ectonym
United States147 Posts
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Kantutan
Canada1319 Posts
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vectorix108
United States4633 Posts
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DeCoder
Finland236 Posts
I've never seen so many marines die at once though. | ||
SeaMoosi
United States62 Posts
I'd like to see how this could work in teamplay though, I can see a PT combo with the Terran muling working extremely well. | ||
ledarsi
United States475 Posts
It's better to have 5 bases with your 5 orbital commands than have 3 bases and 2 in-base orbitals, although you can fly them out later. The use of command centers as firebases, or planetary fortresses for bases that need self-defense allows the use of mules all over the map. It seems terran is the race that really, really wants to control the entire map. It allows mining out the entire map, which bolsters your income and also means that if the game goes long, your enemy will be forced to attack into you in order to claim a base, and it will be significantly depleted even if they succeed. | ||
michaelhasanalias
Korea (South)1231 Posts
On December 03 2010 18:01 ledarsi wrote: It seems the orbital command is best used to grab additional bases rather than be built in-base. Having additional orbital commands is obviously good, but if you only use them for mules you are wasting a huge amount of your investment. Use it to claim an additional base, and maynard scv's over there. It's better to have 5 bases with your 5 orbital commands than have 3 bases and 2 in-base orbitals, although you can fly them out later. The use of command centers as firebases, or planetary fortresses for bases that need self-defense allows the use of mules all over the map. It seems terran is the race that really, really wants to control the entire map. It allows mining out the entire map, which bolsters your income and also means that if the game goes long, your enemy will be forced to attack into you in order to claim a base, and it will be significantly depleted even if they succeed. A huge investment would be 30 SCVs, 2 Refineries, Missile Turrets, an adjoining PF... Relative to that investment, a simple CC+OC is a pretty slim investment. Also, the real gem of this strategy is in its ability to basically snipe an expansion. If you can hold an expansion for 90 seconds, you can ninja a round of mules (or two, energy permitting) for quick, boosted income. You don't lose 20-30 workers if/when the expo gets hit either. | ||
ABCSFirebird
Germany90 Posts
On December 03 2010 18:01 ledarsi wrote: It seems the orbital command is best used to grab additional bases rather than be built in-base. Having additional orbital commands is obviously good, but if you only use them for mules you are wasting a huge amount of your investment. Use it to claim an additional base, and maynard scv's over there. Exactly right. I already did the calculations on page 3 and stated that this mass OC is only cost effective when compared with more than 16 SCVs on the typical 8 mineral patches. But of course there is some use to it, when a terran has a very immobile army or when he reaches supply limit. | ||
AntiGrav1ty
Germany2310 Posts
100 Seconds + 35 for the OC + 90 Seconds until it has reached the break-even point assuming your "supply-adjusted" costs are correct which I doubt anyways. You lose an scv mining for 100 Seconds compared to 30 seconds and you must have saved up 400 / 550 minerals. Ur right in the middle of a fight and you have 2 factories and 3 barracks and need supply for the next round of units. 2 Tanks 3 Marauders = 12 supply. Either you chose 30 Seconds/ 200 minerals for 2 supply depots or you get 2 OCs in 135 Seconds, at least 800 minerals at once + the minerals that you need for all your units and a huge economical disadvantage until 180 seconds after that. That is a freakin long time. | ||
PrinceXizor
United States17713 Posts
On December 03 2010 18:01 ledarsi wrote: It seems terran is the race that really, really wants to control the entire map. It allows mining out the entire map, which bolsters your income and also means that if the game goes long, your enemy will be forced to attack into you in order to claim a base, and it will be significantly depleted even if they succeed. Terran? acting like humans? using all the natural resources up before moving on to the next world? no way!!! hahah. seriously yeah Terrans with many expos are scary. very very scary. too bad they seem to like 1-2 basing too much. | ||
Mr_Kzimir
France268 Posts
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DamageInq
United States283 Posts
-Amount of time the SCV isn't mining minerals while building (Command Center take over 3x longer to build) -Having to spending the minerals earlier for a payout that comes later The second one being the biggest. Most Terrans build their first depot at 10 supply, which would obviously be impossible with a CC because you'd have to start it 70 seconds earlier (difference in build time for CC and Depot). An SCV takes 17 seconds to build. You run into this same wall with the second and third depots too. If you adjust a build around this you can squeeze it in, you can actually stop building SCVs to get the CC out earlier, but that takes away a lot of the benefit. Lastly, it takes 135 seconds to build an orbital command. You need a very efficient and creative build to be able to wait the time for the OC to come and start paying off. I'd really like to see time and though put into actual builds for each matchup, and would love to see this work. Honestly though... I think it's just theorycraft and nothing more. We'll see. | ||
Talack
Canada2742 Posts
This is incredibly expensive and consumes alot of room in your base... | ||
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