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[D/H] The end of Supply Depots? - Page 5

Forum Index > StarCraft 2 Strategy
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curtis
Profile Joined September 2010
Iran21 Posts
December 02 2010 13:04 GMT
#81
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 ;>
Lucius2
Profile Joined June 2010
Germany548 Posts
December 02 2010 13:06 GMT
#82
clear since beta day 1 that mules are prolly the most broken thing in this game
ledarsi
Profile Joined September 2010
United States475 Posts
December 02 2010 13:09 GMT
#83
You shouldn't really be using the orbital commands as walls as they're too valuable, and if they die before they pay for themselves they are another massive down payment to replace.

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.
"First decide who you would be, then do what you must do."
DennyR
Profile Joined July 2010
Germany379 Posts
December 02 2010 13:13 GMT
#84
brilliant post. Even tho I doubt you will ever find a way to make this viable, the idea behind is great. I'll go and try a few things out. brb
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
December 02 2010 13:14 GMT
#85
All the PF rushers out their are licking their chops. Seems like its map dependent, but if it got going it would be impossible to stop , if played right. 2 CCs and 2-3 PF's on Scrap Station seems pretty baller. Sets you up great for the late game.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Ancient.eu
Profile Joined July 2010
Romania621 Posts
Last Edited: 2010-12-02 13:21:31
December 02 2010 13:19 GMT
#86
I am very sure that in about 1-2 years mules will get a serious nerf, either requiring supply, either an increased energy requirement, either a limited number of mules that a player can have at a time, either a limited number of mules that a command center can call.

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
Profile Joined April 2010
New Zealand37 Posts
December 02 2010 13:35 GMT
#87
If you could survive that long it would be one hell of a timing attack, in mid/late game, pull everything and attack, then use the mules to reinforce (or even build back up, with that amount of oc's getting the scv count back up wouldn't be too bad). Bus as people have mentioned i doubt it would work, to effectively use the cc's your making you would need to be able to hold multiple expansion with a non existent army, early aggression or good harassment would crush this most likely, but its something fun to mess around with and dream!, id love to see some replays of people trying this.
Nice.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
December 02 2010 14:09 GMT
#88
I can see how this would be really risky early game but if you played "normal" at first and turtled hard with siege/pf/turrets and walled in your natural this seems like it would be game breaking.
http://shroomspiration.blogspot.com/
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2010-12-02 14:20:33
December 02 2010 14:13 GMT
#89
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.
http://shroomspiration.blogspot.com/
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2010-12-02 14:17:42
December 02 2010 14:15 GMT
#90
This might work on maps with Gold Expansions without Rocks, since you can easily start mining very fast in that, and reduce the time it takes to amortize the investment.
OriginalBeast
Profile Joined September 2010
United States709 Posts
December 02 2010 14:19 GMT
#91
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...
More gg, more skill.
rackdude
Profile Blog Joined January 2010
United States882 Posts
December 02 2010 14:22 GMT
#92
Flash has joined SC2. Turtle Tarran: build orbital commands to wall and when it's safe just lift it to an expansion. Siege expand everywhere with infinite hellions and marines due to mules.
Sweet.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
December 02 2010 14:23 GMT
#93
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.
http://shroomspiration.blogspot.com/
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-12-02 14:29:45
December 02 2010 14:26 GMT
#94
I mentioned this last week in another thread here.

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.
As it turns out, marines don't actually cost any money -Jinro
Draconicfire
Profile Joined May 2010
Canada2562 Posts
December 02 2010 14:28 GMT
#95
This thread is ridiculous. Ridiculously crazy, I like it.

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.
@Drayxs | Drayxs.221 | Drayxs#1802
statikg
Profile Joined May 2010
Canada930 Posts
December 02 2010 14:29 GMT
#96
This is PURE theorycraft, how long is your average game, you break even after 3 mules I think is the consensus so thats how many minutes? Over 5. Can u really afford to be making such huge investments at ANY point in the game that take so long to pay for themselves. The only possible time this would be useful is when you have like 3000 minerals banked and then thats just a failure in macro. The idea that you use these for supply is also clearly ridiculous, could never keep up.
SCDebaser
Profile Joined November 2010
34 Posts
Last Edited: 2010-12-02 14:38:47
December 02 2010 14:36 GMT
#97
Ok, let's play a 1v1. You can spend the game building command centers and I will build actual units.

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
Profile Joined September 2010
United States709 Posts
December 02 2010 14:41 GMT
#98
On December 02 2010 23:23 Treemonkeys wrote:
Show nested quote +
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.


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
More gg, more skill.
OriginalBeast
Profile Joined September 2010
United States709 Posts
December 02 2010 14:44 GMT
#99
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...

More gg, more skill.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2010-12-02 14:50:46
December 02 2010 14:49 GMT
#100
On December 02 2010 23:41 OriginalBeast wrote:
Show nested quote +
On December 02 2010 23:23 Treemonkeys wrote:
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.


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.
http://shroomspiration.blogspot.com/
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