• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:33
CEST 14:33
KST 21:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles4[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
Esports World Cup 2025 - Final Player Roster Statistics for vetoed/disliked maps The GOAT ranking of GOAT rankings Weekly Cups (June 30 - July 6): Classic Doubles The SCII GOAT: A statistical Evaluation
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
i aint gon lie to u bruh... BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 613 users

[D/H] The end of Supply Depots? - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 22 23 24 Next All
Danze
Profile Joined September 2010
Australia219 Posts
December 02 2010 09:32 GMT
#41
Cool on paper, will never come into practice.

+ Show Spoiler +
Famous last words
Accidentally pissing on toilet rolls since 1991.
Tossup
Profile Blog Joined September 2010
United States208 Posts
December 02 2010 09:38 GMT
#42
The nexus ability doesn't even compare to the versatility of OC energy. Chrono energy basically allows protoss to spend money faster. But the problem is that spending it faster doesn't matter if you can't gather it fast enough. So there is a some what balance between when to spend the money and gathering money. OC's on the otherhand gathers money faster. Gathering is the only real limit in any race; you can't spend without gathering. So because the OC gathers while not taking minerals to invest (harvesters), there will be more flexibility in the amount of investment.

I dunno if that made much sense, but it sure seems broken that you can gain without spending supply.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
December 02 2010 09:43 GMT
#43
On December 02 2010 18:38 Tossup wrote:
The nexus ability doesn't even compare to the versatility of OC energy. Chrono energy basically allows protoss to spend money faster. But the problem is that spending it faster doesn't matter if you can't gather it fast enough. So there is a some what balance between when to spend the money and gathering money. OC's on the otherhand gathers money faster. Gathering is the only real limit in any race; you can't spend without gathering. So because the OC gathers while not taking minerals to invest (harvesters), there will be more flexibility in the amount of investment.

I dunno if that made much sense, but it sure seems broken that you can gain without spending supply.

Actually, if Protoss use its Chrono boost only on probe making. They will have a very large amount of probe in midgame.
I think Blizzard will tweak the MULE somehow to make it less usable. Maybe decrease the amount of minerals the MULE mine is a good thing to do.
Terran
ABCSFirebird
Profile Joined December 2010
Germany90 Posts
December 02 2010 09:44 GMT
#44
As already mentioned, it think you forgot the lost mining time for an scv that builds the command center / depot.

For <=16 SCVs the income per second and SCV is about 0,7 Minerals/sec.

=> a depot costs actually 135 Minerals
=> a CC costs actually 470 Minerals

Considering the Supply a CC costs 470 Minerals - 11/8*135minerals = 284,38 Minerals and a SCV costs 66,88 Minerals.

Adding the 150 Minerals of the Orbital Command its (284,38 +150 = 434,35) Minerals for an income of 3,17 Minerals / second (270/85).

3,17 Minerals / second is equivalent with 4,54 SCVs @ 0,7 Minerals / second.

So it is 434,35 for the "pure orbital strategy" vs 303,64 mineral costs with a standard strategy not using mules (which would get even more effective if using mules).

=> its not really broken as long there is absolutley no saturation effect on the minerals (0,7 Minerals/sec).

However, according to my calculations the SCVs #17 to #20 generate each an income of about 0,37 Minerals/sec. Taking this as a calculation base its 434,35 Minerals for orbital strat vs 573 Minerals for a standard strat not using mules.

I am currently not sure how to consider the mules in a standard strategy, but as i practical result I'd say (more guess) that, at the point you have already 16 SCVs on Minerals at all your expansions, start building Orbital Commands only instead of Depots and SCVs.
This is ten percent luck, twenty percent skill - Fifteen percent concentrated power of will - Five percent pleasure, fifty percent pain ..
sixpeppers
Profile Joined December 2010
United States1 Post
Last Edited: 2010-12-02 09:45:13
December 02 2010 09:44 GMT
#45
I will just go mass ghost EMP to counter IMO

But seriously, interesting but needs to be more midgame
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
December 02 2010 09:45 GMT
#46
very nice idea, i had something similar up my mind some time ago, but didnt follow it any further.


i dont think completely skipping depots besides the first one is viable, but after a certain point its surely a good idea.

but i dont think its feasible to rush straight for the mass orbitals in the earlygame or early midgame. but as a lategame strategy, it might be a brilliant idea.

one of the main problems with terran in sc2 is the (perceived) lategame weakness. and this weakness is due to a maxed mech army not being nearly as strong as in bw. now, what if we can sac scvs somewhere in the late midgame during one of our timing pushes and then replace them by mules from mass orbitals? imagine how strong a 170 supply mech army would be..... 20 tanks, 12 thors and either 30 marines or 15 hellions. fearsome.

some other potential benefits of getting rather early additional orbitals: the more ccs u got, the more easily u can replace scvs lost to harass. and the more mules u got, the less the potential scv losses will hurt ur income. it also means permanent scans.

the other major problem i see besides the early game vulnerability is how mass mules would mean that u burn through expos much faster, so u have to secure new expansions really early on, which makes u rather spread out and vulnerable.

"What am I supposed to do against this?" - "Lose!" :-]
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
Last Edited: 2010-12-02 10:05:19
December 02 2010 10:02 GMT
#47
ROFL, when I read a little bit, I was thinking... how do you get supply for your army then? Then I realised that CCs give you supply! haha, this sounds very interesting, gonna maybe try it out one day.

Also to add, I was listening to an interview where someone talked about endgame terran play where they sacrifice their SCVs for a bigger army and just use mules to mine.
Victim
Profile Joined August 2010
United States188 Posts
December 02 2010 10:23 GMT
#48
Time seems like a huge problem with replacing depots with CCs. Once you have the production facilities to use one base worth of money, you basically need continuous depot production to avoid getting supply blocked. With 2 base worth of production, it usually takes pretty close to double constant depots.

I can't seem to get on liquidpedia atm, but supply depots take what, 30-40 seconds or something like that (I don't recall off the top of my head). A command center is 100 seconds IIRC, and 10 supply - and we need OCs to Mule, so that's another 40 seconds IIRC.. So you'll nearly need to build command centers at the same rate as depots to avoid getting blocked. Even without SCV production, you'll still need more supply than the equivalent of constant single depot production off two base.

That means additional CCs will have to be started before the first ones finishes, and well in advance of when the player needs supply. To provide supply for the second Thor coming out of a factory, the CC has to be started before first Thor even begins.

So to replace depots with CCs, you're essentially committing an extra 600 minerals before you see single crystal from the additional mules.

Fast expanding seems viable (a lot of pros expand off one or two rax). Adding additional OCs for mass mules seems like it could be fantastic later in the game when players often have extra money.

However, building additional OCs early after fast expanding is a massive investment in non-army exactly when most vulnerable. That extra 300 or so from the 2nd CC you build could have been two additional rax. Successful FE builds tend to boost their production levels ASAP to get enough units to repel one base assaults - 1 rax into CC tends to become 3 rax and factory, or 4 rax. And there's still a window of vulnerability against a lot of builds that Terran covers with bunkers, protoss often pulls probes to defend its one gate FE, etc. Spending additional money on economy at that point is going to vastly extend that period of weakness.
ledarsi
Profile Joined September 2010
United States475 Posts
December 02 2010 10:26 GMT
#49
OK I just tried this a few times. I didn't win any of them so I won't post replays. It was fairly straightforward.

A couple things I noticed quickly- #1 gas requires SCV's, as does building structures and to all intents and purposes so does repairing. Yes, mules can technically repair but generally you want them mining and it sucks to call down a mule just to repair some barracks or missile turret. This means you can't actually cut a lot of scv's and rely on mules, at least early on. SCV's are too useful, and provide dependable, constant, no-hassle mining.

#2- you NEVER get to scan, damn. You would think you have so many orbital commands that scan would be cheap. Not at ALL the case. You are so dependent on mules for minerals that you must use all OC energy on mules. Missing a mule because you used a scan cuts into your income BADLY. I suppose if you got 15+ orbital commands this problem would go away, but it won't happen.

#3- generally you will want to use supply drop on your first (necessary) depot because the first command center doesn't finish in time to avoid you getting supply blocked.

#4- a typical main actually has surprisingly little room where you can build command centers, or park orbital commands. You run out of room in your base almost immediately.

#5- very economically focused. Perhaps too much so. Investing 2000+ minerals in four additional orbital commands will get you killed if someone invests that in units.

#6- OMG THE MONEY when it works. I actually got into the mid/late game a couple times doing this, and every time I had more money than I could spend. More barracks, more factories, more starports, more orbital commands, still more money than I could spend. Typically my macro is quite good, but HOLY SHIT the money. Biggest issue is that it's entirely minerals, gas can be hard to come by at this stage. Also you mine out expos faster than you can give them a suspicious look.

#7- the biggest weakness is the other player will just make bases normally all over the map. Especially if they are zerg. Hatches only cost 300, about half what an orbital command costs, and they start paying off sooner, and in much greater volume, more constantly. They can and will take two hatcheries for each orbital command you have in your main. I learned the hard way that you cannot ninja people with orbital commands at other mains. They will find them and they will kill them. Extensive use of planetary fortresses and missile turrets is very good with this build.

So while you're investing in orbital commands for a long term economic edge, the other player is taking more bases and already has more units than you. They take too long to start paying dividends if you are building the command center just to turn it into an orbital command. However the command center, used normally, is worth the 400 minerals by itself because you're taking a base.

I feel like I only lost because I didn't spend my money as fast as I was making it. Perhaps one of these S-class players would be able to fine tune this build and make it work. It feels like it has a lot of potential, but it's extremely different from typical play. I love the idea, but it seems like it's impossible to do while simultaneously harassing. 4 hellions could have been a command center, for example.

I'm going to go try some less extreme forms of this style, using only 1-2 in-base orbital commands and getting them later. Perhaps this style will be more viable if you start using it later- money is too tight early on for such long-term investments to work.
"First decide who you would be, then do what you must do."
Cryosin
Profile Blog Joined July 2010
United States182 Posts
Last Edited: 2010-12-02 10:40:44
December 02 2010 10:27 GMT
#50
WoW!

Using the supply drop is actually VERY cost effective if you have multiple orbital command centers.

I just did a dry "no plans just make shit" run and i had a 200/200 marine/viking army in about 14 minutes with 3 bases mining(the 200/200 army came out as the mining started off the 3rd base).

With some tweaking i will be able to easily make a 200/200 marine/viking/medivac army with at Least 2 bases at the 11-12 minute mark.

WOW!


Edit: 1 important thing to understand:

If you lose a supply depot with a "drop" on it you lose even more supply. So be careful.

Another thing to note is that if you constantly send marines at your opponent you dont have to build as many supply depots.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
December 02 2010 10:34 GMT
#51
May be it could be done late game. Sounds very interesting!!
ledarsi
Profile Joined September 2010
United States475 Posts
December 02 2010 10:35 GMT
#52
Cryosin you are full of it. There is no way you can get a 200/200 army in 14 minutes with this build. It's beyond impossible.

I mean seriously, when did your orbital commands finish? Post the replay please.
"First decide who you would be, then do what you must do."
Nycaloth
Profile Joined October 2010
147 Posts
December 02 2010 10:37 GMT
#53
Day[9] should make a funday monday about this...
"I'm still confused, but on a higher level" ~Fermi
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
December 02 2010 10:38 GMT
#54
Interesting view, but the build time and early game vulnerability are going to make this difficult to pull off.

You did make me think about things I could do with excess minerals...mainly more OCs...for even more minerals! (and lots of scans)
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
December 02 2010 10:45 GMT
#55
surely funday monday material
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Cryosin
Profile Blog Joined July 2010
United States182 Posts
Last Edited: 2010-12-02 10:54:56
December 02 2010 10:48 GMT
#56
On December 02 2010 19:35 ledarsi wrote:
Cryosin you are full of it. There is no way you can get a 200/200 army in 14 minutes with this build. It's beyond impossible.

I mean seriously, when did your orbital commands finish? Post the replay please.



I wont post replays because i dont want people to know my new account for various reasons.

But it IS possible.

You can 2 rax and then build a CC. instead of building supply depots use your orbital command.

Then build another CC and a shit ton of barracks.

and then use mules and orbital supply drops to keep your economy going while you pump out marines.

When your main becomes fully saturated you can just lift off and take map control(around 10 minutes).

At around 12 minutes you should be pumping non stop units.

The main vulnerability is something like an all-in baneling bust. Or really any all-in strategy. 4-gate could be scary but not as bad. Any rush past 7 minutes wont be viable against this build.

There is nothing unusual about getting a 200 army at 14 minutes, btw. If you play Zerg and non-stop drone you could pump out a mass 200/200 zergling army with hatcheries and lings quicker than you think(around 14-15 minutes i believe).
zak
Profile Joined April 2010
Korea (South)1009 Posts
December 02 2010 11:02 GMT
#57
lol i love the numbers! good research.
You know how to gain a victory, but not use it - maharbal
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2010-12-02 11:17:53
December 02 2010 11:03 GMT
#58
It's a natural thing to try. The obvious question is, do you have a window to mass OCs? Or will the opponent develop too much of an army/base lead to overcome with your mass mules?

A quick calculation - Supply Depot > OC in cost-for-supply for the first four minutes after you start building, OC > Supply Depot after that.
My strategy is to fork people.
Valckrie
Profile Joined August 2010
United Kingdom533 Posts
December 02 2010 11:06 GMT
#59
@Cryosin, you're actually serious about that in a real game? What's the use of pumping pure marines and getting 200 pop army, it's just useless

and it will take a long time for you to build loads of orbitals, and even longer for them to pay back enough for a sizeable army. It's not possible to get 200pop army using the build by 14minutes.
Fear is a 4 letter word. Why be afraid?
ABCSFirebird
Profile Joined December 2010
Germany90 Posts
December 02 2010 11:09 GMT
#60
On December 02 2010 19:48 Cryosin wrote:
You can 2 rax and then build a CC. instead of building supply depots use your orbital command.


Thats actually not cost effective. Although you might not want to build supply depots with this build it would still be more effective to build them instead of using supply calldown.
This is ten percent luck, twenty percent skill - Fifteen percent concentrated power of will - Five percent pleasure, fifty percent pain ..
Prev 1 2 3 4 5 22 23 24 Next All
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #96
Mixu vs PercivalLIVE!
ShoWTimE vs TBD
CranKy Ducklings326
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 308
StarCraft: Brood War
Sea 22835
Calm 8693
Rain 6883
Bisu 3512
Jaedong 2881
Horang2 1631
Hyuk 1061
BeSt 965
GuemChi 648
Pusan 576
[ Show more ]
Larva 460
EffOrt 420
firebathero 380
Rush 279
Mini 277
ToSsGirL 187
PianO 172
Hyun 152
Snow 94
scan(afreeca) 63
Soulkey 62
Mind 58
Sea.KH 56
ajuk12(nOOB) 54
JulyZerg 42
Aegong 39
JYJ38
Sharp 32
Free 32
HiyA 24
Movie 23
Barracks 20
yabsab 18
soO 16
Sacsri 15
IntoTheRainbow 11
GoRush 11
Yoon 9
Bale 8
ivOry 5
Dota 2
Gorgc9114
qojqva1831
XcaliburYe366
League of Legends
singsing2013
Dendi1051
Counter-Strike
byalli249
x6flipin222
Other Games
tarik_tv22687
gofns20708
B2W.Neo1464
shahzam503
DeMusliM404
crisheroes380
hiko341
Liquid`RaSZi311
Lowko198
Mew2King78
Pyrionflax62
ArmadaUGS51
Organizations
Other Games
gamesdonequick30047
StarCraft 2
angryscii 14
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV319
Upcoming Events
WardiTV European League
3h 27m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
11h 27m
The PondCast
21h 27m
WardiTV European League
23h 27m
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 3h
Replay Cast
1d 11h
RSL Revival
1d 21h
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
2 days
Classic vs Cure
FEL
3 days
[ Show More ]
RSL Revival
3 days
FEL
3 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Replay Cast
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.