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[D/H] The end of Supply Depots? - Page 14

Forum Index > StarCraft 2 Strategy
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terranghost
Profile Joined May 2010
United States980 Posts
December 03 2010 12:07 GMT
#261
I'm not sure if you are serious are not, if you are a cc takes alot longer to build then a depo I just can't imagine this working however, I would eat my words if I saw a decent game where this was done.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Marceuse
Profile Joined August 2010
United States23 Posts
December 03 2010 12:32 GMT
#262
I love this. Whether or not it's totally viable at high levels or whatever, this is outside-the-box thinking at its finest. Gogo OP!
ledarsi
Profile Joined September 2010
United States475 Posts
December 03 2010 13:16 GMT
#263
Having tested this idea, as far as I can tell, to its limit, my conclusion is that terran should be building command centers all the freaking time. They are very expensive at 400 minerals, but when you are playing standard 2 bases with lots of barracks that's a manageable amount to set aside for a command center from time to time. I've had good success with building one at a time, and just flying it out and starting the next one. This looks like some crazy terran expanding everywhere, not really like the sort of mass in-base orbital command that the OP is talking about, but the concept is the same.

Seriously, the ability to build a command center at a protected location, fly it out into dangerous areas at your discretion, and ninja-mule the daylights out of an expo (especially gold) significantly adds to the value of just having a command center lying around. Even if you can't use it right away, it contributes with scv production and the use of mules, and you can move it later.

I've had the most success with just taking the entire map because I can, even if it weakens my army to do so. It's easier to do than you would think, you just can't do it all right away. It does take time. Coupled with normal amounts of harass, such as with banshees, your opponent will be too busy to spot you taking the entire map, and probably unable to attack you even if he notices. Get more expansions than you can mine from effectively with scvs. Turn enough of them into orbital commands that you can mass mule whichever one is in the most danger, and then just pick up that base and move somewhere else.
"First decide who you would be, then do what you must do."
lowercase
Profile Joined September 2010
Canada1047 Posts
December 03 2010 13:43 GMT
#264
I see this being very useful in the late game when you want to go "past max" by chopping SCVs in favour of OCs and mules.
That is not dead which can eternal lie...
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2010-12-03 13:50:13
December 03 2010 13:46 GMT
#265
So this is one of those strategies that's up there with the bunker teleporter and archon vortex. Retardedly powerful, but completely unrealistic and impractical.

If you happened to have 15 Orbital Commands lying around for some reason, however, this would be great.
Chronald
Profile Joined December 2009
United States619 Posts
December 03 2010 14:09 GMT
#266
Lowercase touched on a nice point, the 200/200 army for a strat like this would be huge since you don't need the same number of SCVs mid and late game.

As for numbers, since 4OCs per base in the early/early-mid game would be more than enough to satisfy high income needs, maps needs to be identified that can easily be walled with 1+ command center. Don't forget that to defend a strat like this bunkers become horribly valuable. Ledarsi also touched upon the concept of ninja-muling the gold expos, imagine getting to a gold base and having it be 3/4 mined out :trollface: ensues.

The biggest issue with this style is surviving the early pressure so that your 4OCs can really kick in. I doubt people will master this style, or even take the time to learn it, until someone finds a clean build to have OCs building and marines/maraduers pumping. If this can happen, then fuck Supply Depots.

Also, remember how I saw 10 marine in 7:30 with 4 OCs and Stim? With two bunkers at 7:30 and two OCs walling your base, you can easily survive early pressure, and let your massive income kick in, and then start shitting barracks and marines. I think once the 4OC are up, (which should be AROUND the number per base, since 4 mules gives something like 1500-1600 income off one base X_X), then the first real teching can happen, and once you need gas is when I would think you would take your nat, two more assimilators, and start chugging out anything.

Ledarsi also makes a good point, stacking your OCs may not be as effective has having them all over the map. On the other hand, you don't want to let your income OR supply die. I don't think you should be over-extending your first 4 OCs, but after that you will have a 2base income, so you can start to play more risky with your OCs, but don't forget to keep around 3-4 per base. Try these out, not on ladder, but just against the computer or your friends, try different approaches, rax first, cc first, etc. As much as BO optimizers are nice, they can't account for all of the things that you might need in a build. Safety is the main goal until you hit that critical mass of OCs.

Plus, its hard as shit to break a CC wall early game.
Got that.
Generic SC
Profile Joined May 2010
New Zealand179 Posts
December 03 2010 14:22 GMT
#267
Obviously getting to carried away with this is going to result into you auto losing. But still... what if....

Adjust your build slightly, to facilitate one or two extra orbitals. All of a sudden you are producing way more then you should be off the amount of bases you have, allowing a turtling terran with siege tanks to power that much harder, without having to give up a good map position. It would be a good way to catch the opponent off guard, especially on maps with hard to defend 2/3rd bases.
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-12-03 14:27:46
December 03 2010 14:27 GMT
#268
do it like every terran, build scv for building cc's and timing push with all your scvs when you have a good amount of orbitals.

e: Zerg and Toss will love you.
A Man chooses, a slave obeys
danielzig
Profile Joined December 2010
32 Posts
Last Edited: 2010-12-03 15:55:26
December 03 2010 15:50 GMT
#269
Has anybody tried a multi-OC build that uses some mules but also calls down supply occasionally?

Calling down supply would also help bridge the gap in supply if you are trying to substitute OCs for supply depots. Basically, even call down supply becomes a good ability as long as you have the OC energy for it - if you had the energy, you'd want each supply depot to be x'd before you got to 200/200. Obviously in most cases you'd want to use mules instead, but as part of a build like this, maybe call-down supplies would be useful in a few key spots.. I wouldn't be surprised.
ledarsi
Profile Joined September 2010
United States475 Posts
December 03 2010 16:01 GMT
#270
The way this build typically works out for me, you use calldown exactly twice. The first 50 energy when your first orbital command morphs, used on the first depot because it takes too long for your fast expand to finish. Make 2 barracks, and make a second depot while building your next command center. After that CC finishes and I'm close to max supply, I use supply drop again on the 2nd depot. After that it is possible to ride it out using only command centers, but I think it's probably a bad idea. Exactly two depots, both supply dropped on. Pretty well optimized. Problem is, if there's early aggro or an early timing push, you haven't got a snowball's chance in hell.
"First decide who you would be, then do what you must do."
Neo.NEt
Profile Joined August 2010
United States785 Posts
December 03 2010 16:20 GMT
#271
Yeah I'll be trying this first thing when I get off work... Imagine how awesome it would be to just float an orbital to a random base, drop 4-8 mules, and then 90 seconds later go to a different base. Even if he finds the base, he better find pretty quick after I drop those mules or he's it won't matter anyway since I won't lose 30 scvs.
Apologize.
Neo.NEt
Profile Joined August 2010
United States785 Posts
December 03 2010 16:21 GMT
#272
On December 03 2010 21:07 terranghost wrote:
I'm not sure if you are serious are not, if you are a cc takes alot longer to build then a depo I just can't imagine this working however, I would eat my words if I saw a decent game where this was done.


I'm not saying this works perfectly, but think about how many fewer depots you would need if you weren't constantly making scvs.
Apologize.
blinks
Profile Joined August 2010
United States1 Post
December 03 2010 16:38 GMT
#273
The issue that's behind all this discussion is the MULE's [lack of] supply cost. Zerg and Protoss can crank out workers extremely fast, it's true, but Terran can get zero-supply workers. A 200/200 army for Zerg or Protoss probably has 50+ workers in it. A 200/200 army for Terran (even without this strategy) could have much fewer, to the limit of one or two workers for construction (but seldom approaching that point).

The question is whether the Terran can make this army/worker ratio work for them early enough in the game. It'll be interesting to see!
Crimson.Void
Profile Joined June 2010
15 Posts
Last Edited: 2010-12-03 18:09:13
December 03 2010 17:16 GMT
#274
This is excellent theory craft, and it looks like it has a lot of potential. I'm still reading through the comments, but(like several posters already mentioned) it takes forever to build a CC/OC.

Also if a couple templar were to feedback your OC's, morph into archons, and stop you from mining you'd be in serious trouble. Although it would take quite a handful(1-4, which is a heavy gas investment) of HT's to feedback all your OC's, but even if half of your OC's were fedback(?), it would spell doom for you. Turns out you can't feedback building's, but a ghost can EMP.

Also since, theoretically, you have no energy for scan's, DT are a big threat as well. If DT's were to attack at the end of your muling cycle, you should have enough energy for several scans, but your economy would suffer. If they attack right after you called down your mules, you're economy might be in trouble. If executed properly, a player can keep his/her DT’s alive and force you to waste scans. A quick snipe of the raven, and its mule-galore for DT's.
--
The true power of this build comes from the number of OC’s you would have, and migrating bases every few minutes. Technically you should be stuck on one base, but you are mining at significantly higher rates than ‘standard’ mining. I would recommend 5 OC’s; the fifth for scans and migrating while one mineral patch is running out, so you can seamlessly switch bases as one dries out. Also you’d want to keep a base at your main and natural for gas(most likely more). This is also a weakness since after 3-4 swaps your main OC is across the map from your building structures, and your army can’t be in two places at once.
Everything I just said is also theory craft, and also heavily skewed towards Protoss(don’t play Zerg or Terran) counters for this build. This seems like this build sets up for heavy early turtling, and pushing the towards mid-late game, obviously vulnerable to 1 base pushes/allins.

Tl;DR: HT’s can feedback your OC’s, morph into archons and kill your economy. Turns out you can't feedback building, but you can get ghost's to EMP. No energy left for scans, so DT’s are a big threat. After 3-4 base swaps, your army is spread out, defending your mining base or defending your building structures. I would recommend building 5 OC’s for seamless base swapping, and extra energy for scans. This build seems like heavy turtle for early game, and pushing for a heavy mid-late game macro advantage.

Edit: Just saw Griffiths' 200/200 13 minute 4OC push thread. I don't have time to read through it right now, but a quick skim, makes it seem very powerful against Zerg, and could be tweaked for TvP.
"One plus one equals... One!" ~ Archon
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
Last Edited: 2010-12-03 17:37:21
December 03 2010 17:37 GMT
#275
http://twitter.com/#!/Artosis :p

«Love 30to1's post on mules on tl. Lots of top players been talkin abt this late game for some time, don't think it's realistic early!»
The legend of Darien lives on
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
December 03 2010 17:45 GMT
#276
Well, I played a game today vs painuser where I used 3 gate pressure to bring him down to 6 scvs vs my 29 probes (2 gas). I was on 3 gate robo (vs 3 rax) pumping gateway units and immortals but after I broke him, he gave up on gas and put ALL SIX (i know!) of his scvs on minerals with constant mule call downs. the result? he had ~550 sustained mineral income against my ~750 sustained mineral income. So he could basically pump stim marines from his 3 rax (1 reactor) but at that state of the game I couldnt counter marines (tier 1 vs tier 1 lululul) and I had a few left over immortals clunking around. Needless to say I lost the game.

I'm not sure if this pertains exactly to this thread but the game really made my brain hurt and I was looking for an outlet for my mule nerd rage xD
get rich or die mining
TL+ Member
ThrustVectoring
Profile Joined September 2009
12 Posts
December 03 2010 17:55 GMT
#277
I think a lot of people in this thread are over-thinking and making this way too complicated. You don't have to do this to try to optimize for the end game, since losing in the early game or mid game can dominate endgame-centric builds.

As long as you are mining off of at least one base, any in-base orbital command is a quarter of the mineral income from a fully saturated base. This is without any extra surface area for your opponent to attack you on. THAT is what is truly broken about this idea. Protoss and Zerg have to open up another base to getting attacked in order to get any more mineral income once their bases are fully saturated, while Terrans don't.

Any time that the Terran gains an advantage in relative army size, they can immediately throw down an in-base orbital to turn it into a safe economic edge going into the late game. The orbital pays for itself in supply + mules in about four and a half minutes, so that's the timing window for the opponent to either get more effective bases, better tech, or break you with a timing push.

Basically, any time the Terran could be adding a base, they can instead add economy without adding bases for roughly comparable costs. You can no longer assume that the Terran's economy hasn't improved just because they haven't taken any more expansions - you have to scout their base to know their economic output.
ThrustVectoring
Profile Joined September 2009
12 Posts
December 03 2010 17:58 GMT
#278
On December 04 2010 02:16 Crimson.Void wrote:
Also if a couple templar were to feedback your OC's


IIRC, you can't feedback buildings. You can EMP buildings, though, but that turns it into a TvT strategy where you drop a ghost into their orbital farm and EMP it for massive damage.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 03 2010 17:58 GMT
#279
@Crimson.Void

You can't feedback orbital commands.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Crimson.Void
Profile Joined June 2010
15 Posts
December 03 2010 18:05 GMT
#280
@ThrustVectoring, @Whitewing: I could have sworn I saw a replay of a HT feedbacking an OC, maybe I was mistaken with a ghost or I just dreamed up such an ability. Although it seems kind of odd that you can't feedback a building.
"One plus one equals... One!" ~ Archon
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