[D/H] The end of Supply Depots? - Page 8
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TheRunawayFound
64 Posts
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goiflin
Canada1218 Posts
On December 03 2010 05:11 TheRunawayFound wrote: You need scvs to build barracks, factorys, etc etc. Don't take it at face value, the build is about balancing your scv/depot count out with more orbitals. It doesn't get rid of supply depots, nor does it get rid of SCV's. The concept here is raising a 200/200 army that will be worth more than another player's 200/200 army. I don't think it'll work too well, for reasons I've already stated (lack of room on the map, serious mineral consumption that will put a dent in the rate of growth for your army, etc.), but you never know. If this DOES work, however, I'm not sure how blizzard will deal with this, since they can't really make the mule take supply, and putting a cooldown on the sucker wouldn't really alleviate this (Unless it was such a long CD that you end up generating more energy than you use putting down the mules whenever the CD ends). | ||
XXXSmOke
United States1333 Posts
Now through this I have generated the happy medium. Could a 2 base with 3 OC be beneficial to a T?? Or what about a 15 CC that stays in your base instead of expanding and then you have two OC's early to spring out a 1 base timing attack? interesting. | ||
30to1
105 Posts
I just wanted to point out a couple minor points - yes - I am a plat toss player. That's why I posted this here first - because I don't play terran and I'm not a top tier player - so I need your help to figure out how to maximally abuse this. The key here is to understand that the OC is fundamentally different from any other structure in SC. Because of oversaturation the OC ITSELF as a building essentially produces 180m/minute as well as supply. Every other race relies on workers to generate income, OC/MULE because of OVERSATURATION is really exceptional - in that really the OC itself provides GUARANTEED income regardless of saturation - and without investment in workers. I also wholeheartedly agree with the people saying that this can be used mostly as a general improvement to standard play going into mid game. At the very least. I also think this can be viable when abused more extremely. But I need to figure out builds and test them in games. META NOTE: To this point, terran is the most aggressive race. It's funny because their defensive capabilities are unmatched and with mules they should be theoretically able surpass zerg macro. Really abusing this stuff would require a very different playstyle for terran, but I think it can produce a very abusive terran game. Anyway, I'm really glad this has generated 8 pages of responses in 12 hours. If nobody else can put together some build options / replays I will do so tonight or tomorrow when I have time. EDIT: I'm absolutely sure that blizzard will nerf mules (maybe because of this thread). In the mean time, the goal here is to figure out how to abuse the shit out of them before that happens. EDIT 2: bottom line - a two basing terran who is farming OCs can do something that no other race can do - and that this fact hasn't been properly abused yet is sort of shocking. | ||
GreEny K
Germany7312 Posts
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freetgy
1720 Posts
idk. how this limits the mining rate overall on 1 or 2 bases. | ||
30to1
105 Posts
So this is a sort of cross thread - but there are two REPLAYS at high level diamond based off of 4 cc. So its viable :D | ||
dtz
5834 Posts
Sure it needs tweaking but sooner or later someone will figure out a good timing to start massing cc to be able to get rid of scv and having pure 200/200 army as well as having multiple mules and scans and supply drops. | ||
yellowmoe
Canada59 Posts
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Zaixer
Sweden82 Posts
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tetramaster
Canada253 Posts
Lifted OCs DO gain energy though, so just make the CCs into OCs, drop the mules and then lift them, then land them when you have enough energy for mules (assuming you have the APM to do so, but it would free up base space) | ||
iEchoic
United States1776 Posts
Don't forget the increased building time for a CC as opposed to 1-2 supply depots. Now with worker mining time loss you're looking at ~600 resources per OC. That's going to take a long time to play off when you include the natural devaluation of resources as time goes on. | ||
fishinguy
Russian Federation798 Posts
So you can get more patches to mule on. Ok this idea is extreme but maybe something similar to macro hatches could be discovered - like macro orbitals. | ||
30to1
105 Posts
Think of it as Farming OCs. I'm going to put that in the first page. I want to coin the phrase :D | ||
Chicane
United States7875 Posts
There might be a potential for command centers to be put up in the mid or late game which I have thought about before simply because being maxed would mean a lot more, but early game seems WAY too risky. | ||
Mataza
Germany5364 Posts
What kind of army can you raise with mass minerals/4 gas? I mean, it sure is great having oodles of money, but when you do have the oodles, you should build mass depots anyway(you cant physically build 18 CCs for 200 supply). After that what will you build as army? Marines and Hellions are obvious, Marauders of course too, but what else? At some point your gas will drop to zero while you still have oodles of minerals. Tanks, Banshees, Medivacs and especially Thor and BC are limited strongly by gas. That kinda leaves Viking as far as you have gas with Marines/Hellions and maybe Marauders. Marines are easily counterable by Bling/FG or Storm/Colossi(vikings sure help, but still) or Tanks and Hellions. You can´t build a strat on "I have lots of money so I win" since Marines can be killed very costeffective. This is too vague of a concept to be realistically useful. | ||
eeniebear
United States197 Posts
On December 02 2010 19:37 Nycaloth wrote: Day[9] should make a funday monday about this... this | ||
illfate
United States6 Posts
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burninglegionx
Canada22 Posts
New Terran late game strategy: scan on enemy base, and drop f***ton of mules on their mineral line and waste their minerals. | ||
Aui_2000
Canada435 Posts
On December 03 2010 06:07 freetgy wrote: i don't know if this has any relevance on the calculation, but only 1 Mule can mine on each mineral patch (same like Workes block other workers) idk. how this limits the mining rate overall on 1 or 2 bases. wrong. mules have worker ai meaning that they will go to unused mineral patches but more than 1 mule can mine from the same patch. | ||
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