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[D/H] The end of Supply Depots? - Page 24

Forum Index > StarCraft 2 Strategy
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NormandyBoy
Profile Joined May 2010
France200 Posts
January 04 2011 23:48 GMT
#461
It probably has been said before, but the supplies freed by this strat (you can replace all your SCVs except those who mine gas) may become a huge advantage in late game (maxed) battles, as you can free about 30 or 40 supplies I would say...but mass OCs seems fragile against an aggressive opponent until late game.
onmach
Profile Blog Joined March 2009
United States1241 Posts
January 04 2011 23:53 GMT
#462
I predicted this build early in beta and no one listened to me. Someone at blizzard is guilty of ignoring exponential growth.

I can't wait for the inevitable nerf. Terran (and really the entire game) deserves better than mules which are basically an income generating structure, the antithesis of what this game should be.

Anyways some terran tried this against me last week (at least I think that was what he was doing), and I beat him with mass ling/bling. If you are going this build, you will not have much in the way of tech units for a long time, and that makes it a bit easier to deal with. All you gotta do is prevent him from expanding and it is curtains.
darkevilxe
Profile Joined August 2007
Canada346 Posts
January 04 2011 23:57 GMT
#463
I think a way to lessen the strength of these OC instead of depot builds is that a mule can only return minerals to the OC it was summoned from.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 04 2011 23:58 GMT
#464
well if you get 1 troop into the mule line, you kill of his ecomany for 85 seconds ^^;
Live Fast Die Young :D
yoplate
Profile Joined August 2010
United States332 Posts
January 05 2011 00:01 GMT
#465
The reason he did this is to reinforce his lead. I don't think you could pull this off with a disadvantage, but this can cement your lead while your ahead. In TvT, one person's supply might massively exceed the other. However, it is very difficult for the winner to finish his opponent due to the defensive power of siege tanks. I have won (and lost) many TvT's after losing the advantage, but catching his tanks out of position and managing to claw my way back in with drops. The OC strategy ensures that you have a massive supply of income. In addition, the mule income allows you to make larger armies, giving you the greater advantage when it comes down to a maxed battle.

I do not think this build should be used early on, in smaller maps, or when you are behind. Instead, OC farming should be used on larger maps (shakuras being the best map) in order to cement your lead.
dala
Profile Joined August 2010
Sweden477 Posts
January 05 2011 10:56 GMT
#466
On January 05 2011 07:56 yoplate wrote:
GSL season 4 spoiler!
+ Show Spoiler +
Boxer used this strategy vs hyperdub in the GSL! (group C match 2). His mineral gain was insane, and he was able to mass up bases on shakuras. Boxer has just proved that this strategy will work at the highest level of play.


+ Show Spoiler +
I love how Boxer is always at the forefront of the meta game development.


The main advantage of OC/mule based mining in late game is to free up supply once you reached 200/200. You only need SCV:s for mining gas, building structures and repairing. The majority of the SCVs can be suicided into the opponent.

Other uses for OC is to call down mules on opponent tanks to induce friendly fire, for instant field repairs or use scans instead of vikings for spotting.

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