still , nice maths i liked it ;>
[D/H] The end of Supply Depots? - Page 5
Forum Index > StarCraft 2 Strategy |
curtis
Iran21 Posts
still , nice maths i liked it ;> | ||
Lucius2
Germany548 Posts
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ledarsi
United States475 Posts
Use barracks with supply depots as doors. 1000 hp for 150 minerals in an expendable structure beats the hell out of 1500 for 550 minerals, especially since OC's gives you 1 mule at a time for as long as they live. Fortresses MAYBE, and only because they have an additional armor and a weapon. | ||
DennyR
Germany379 Posts
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Wrongspeedy
United States1655 Posts
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Ancient.eu
Romania621 Posts
This once people will figure out how to take big advantages of using mules, like having 5 CCs on 2 bases and 8 CCs on 3 bases and having only mules and attacking with all the SCVs. | ||
m0nkeyknight
New Zealand37 Posts
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Treemonkeys
United States2082 Posts
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Treemonkeys
United States2082 Posts
On December 02 2010 22:04 curtis wrote: so i dont get how this thing can be gamebreaking. yes it looks pretty smart and genius to find cute facts like this ingame but all u can do with Mineral is Marine+Hellion. only 2 gas wont help you much. i tried this couple of times to see how it works on action , and really ... really its just fun , nothing more. like 3k mineral in 1 base with 3/4 CCs and 100gas? . but indeed it could work abit at lategame , yet again , doest it add a "decent" lategame unit for Terran? nah Terran's lategame remains untouched and lousey. and btw Mules are designed as an answer to hatching X drones at time or ChronoBoosting + Warping building (not spending a worker on them for 1 min or so) . while i dont think Economy is balanced in SC atm (Z>T>P) in other hand it doesnt need balance. army balance could help more than this , and some tacts like 13/14 Hatch that Actually did a good game changing to Z ,is required for Terrans. still , nice maths i liked it ;> Yeah but you can do a ton simply with "just" marines. A fairly small group of marines with stim can kill any building in seconds and you will have enough to spam them constantly all over the map. One marine a second....every minute you can spam a 60 marine hit squad. | ||
freetgy
1720 Posts
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OriginalBeast
United States709 Posts
This is a trend I am noticeing all too often people are making up these little strats, some cheese builds, some mega efficent way of doing something, and completely disreguard either A) what others have to say about it when flaws are pointed out. or B) make up some on the spot excuse which renders their original strat void. at the end of the day many mules are a great addition to workers, tons of workers... | ||
rackdude
United States882 Posts
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Treemonkeys
United States2082 Posts
On December 02 2010 23:19 OriginalBeast wrote: The thing is. if there is any harass... ANY and you lose 1 mule your economy is boned, often with harass multiple workers are picked off. This is a trend I am noticeing all too often people are making up these little strats, some cheese builds, some mega efficent way of doing something, and completely disreguard either A) what others have to say about it when flaws are pointed out. or B) make up some on the spot excuse which renders their original strat void. at the end of the day many mules are a great addition to workers, tons of workers... How often are terrans getting harassed outside of air harass? Seems almost non-existence due to their ability to wall with strong defense. He blatantly said he was theory-crafting and this is a great post to explore the potential of the mule, there is no reason to flame. | ||
Jermstuddog
United States2231 Posts
The early game implications aren't too fantastic due to the build time of CCs and the limited mineral resources, but as you transition to late game, building 5 OCs instead of 7 depots, you are getting 1 less supply and saving yourself 20 supply worth of SCVs. All the OP of the MULE needs to be applied in late game to make 200/200 terran armies even more retarded. The thing people arguing against it are missing though is, the MULE dying is fine. In another 80 seconds you'll have another MULE and it cost you 0 minerals to build the new one. The big problem is losing OCs. Every time you lose an OC it is a massive hit to your economy, and in late-game, that can happen pretty quickly. | ||
Draconicfire
Canada2562 Posts
But at the same time, it's going to be a lot harder to not get supply capped when building CCs, since it takes so much longer. I feel like if this is going to work, you are probably going to need to build a few depots first, and then slowly supply drop them while you build up your orbital army. | ||
statikg
Canada930 Posts
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SCDebaser
34 Posts
I think the idea (mining out late game expos with only mules instead of scvs) is definitely a smart move but...building mass cc's is a gimmick tactic that might work 1 time out of every 20 games, if that | ||
OriginalBeast
United States709 Posts
On December 02 2010 23:23 Treemonkeys wrote: How often are terrans getting harassed outside of air harass? Seems almost non-existence due to their ability to wall with strong defense. He blatantly said he was theory-crafting and this is a great post to explore the potential of the mule, there is no reason to flame. Did I say that they would get harassed? I beleive I made a statement that said IF there is any harass... Secondly you need to get dropped more often, I play protoss and I'm pretty sure that even if I did have a wall-in dropships can drop units reguardless of having wallins | ||
OriginalBeast
United States709 Posts
On December 02 2010 23:26 Jermstuddog wrote: The thing people arguing against it are missing though is, the MULE dying is fine. In another 80 seconds you'll have another MULE and it cost you 0 minerals to build the new one. . In a MULE based strategy.... MULEs dieing is fine... 80 seconds is a shit ton of time, it wont always be 80 seconds, not always will just 1 MULE die... | ||
Treemonkeys
United States2082 Posts
On December 02 2010 23:41 OriginalBeast wrote: Did I say that they would get harassed? I beleive I made a statement that said IF there is any harass... Secondly you need to get dropped more often, I play protoss and I'm pretty sure that even if I did have a wall-in dropships can drop units reguardless of having wallins I don't even play terran dude. Drops can be shut down with marines/turrets and spamming orbitals would allow for you to have plenty of those. Once again I think this would be best tried with more normal play, turtling with siege tanks, and then massing orbitals and raxes when you feel safe. On most maps it is easy for terran to get enough siege tanks off one base to make his base nearly unbreakable by ground until tier 3, then start building a few orbitals and massing an absurd amount of marines. Use marines for endless pressure while keeping your precious gas units at home to turtle. Kind of like Jinro's macro game in RO32, he always had a main army and a separate marine hit squad constantly punishing expansions. Getting a few extra orbitals would allow those marine groups to be larger and more effective. | ||
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