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[D/H] The end of Supply Depots? - Page 8

Forum Index > StarCraft 2 Strategy
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TheRunawayFound
Profile Joined March 2009
64 Posts
December 02 2010 20:11 GMT
#141
You need scvs to build barracks, factorys, etc etc.
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
December 02 2010 20:20 GMT
#142
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
Profile Blog Joined November 2004
United States1333 Posts
December 02 2010 20:29 GMT
#143
base space will severly hurt this style. How are you going to stop muta harass when you have 5 OC's that you have to walk around. Not to mention this would tkae forever to really get setup with a ton of OC's.

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.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-12-02 21:08:02
December 02 2010 20:57 GMT
#144
I'm working right now - so I can't put together a big post.

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
Profile Joined February 2008
Germany7312 Posts
December 02 2010 21:03 GMT
#145
Don't really know what to say... but I think this is a really bad idea. I don't really know how you came up with it or if you tested it, but I don't see any way of making this work. Just seems too wastefull, all of those cc's would probably make you really weak against ANY early pressure situation.
Why would you ever choose failure, when success is an option.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2010-12-02 21:08:29
December 02 2010 21:07 GMT
#146
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.
30to1
Profile Joined November 2010
105 Posts
December 02 2010 21:14 GMT
#147
http://www.teamliquid.net/forum/viewmessage.php?topic_id=173703

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
Profile Joined September 2010
5834 Posts
December 02 2010 21:24 GMT
#148
this has amazing potential imo. at least the concept of it is very sound.

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
Profile Blog Joined August 2008
Canada59 Posts
December 02 2010 21:31 GMT
#149
I am a zerg user, and yet I am so happy about this revelation. I wonder why. :D:D
Zaixer
Profile Joined June 2010
Sweden82 Posts
December 02 2010 21:39 GMT
#150
Where would you find space for the extra CCs? From what I can remember lifted of OCs cannot drop mules.
tetramaster
Profile Joined July 2010
Canada253 Posts
December 02 2010 21:42 GMT
#151
Extra CCs would definitely be map dependent.

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
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-12-02 21:43:49
December 02 2010 21:42 GMT
#152
This theorycraft ignores the fact that RTSes have inflation. Spending 550 on an OC early in the game only to have it eventually pay off due to MULE spam is not efficient. If it costs you 550 and you make back 550 in 3 minutes, you haven't made it back. 550 is more valuable at 7:00 than at 10:00. You're also sacrificing map control by doing this (as someone who did not do this would have a bigger army). There's a whole host of reasons in RTS games that you do not want to invest large amounts of money into things upfront if it is not necessary.

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.
vileEchoic -- clanvile.com
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
December 02 2010 21:52 GMT
#153
Some nice maps to use this idea would be Temple, Station (islands) and Sharkuras (blocked expo)
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
Profile Joined November 2010
105 Posts
December 02 2010 21:54 GMT
#154

Think of it as Farming OCs.

I'm going to put that in the first page. I want to coin the phrase :D
Chicane
Profile Joined November 2010
United States7875 Posts
December 02 2010 22:09 GMT
#155
I just can't picture this working early on due to powerful timing pushes completely destroying someone who is sitting in their base waiting for their 550 mineral (9 marine (subtracted 2 for the supply depot alternative)) orbital command to finish.

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
Profile Blog Joined August 2010
Germany5364 Posts
December 02 2010 22:11 GMT
#156
I didn´t read past page 5 or so, but I don´t think it was pointed out yet:

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.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
eeniebear
Profile Joined February 2010
United States197 Posts
December 02 2010 22:16 GMT
#157
On December 02 2010 19:37 Nycaloth wrote:
Day[9] should make a funday monday about this...


this
illfate
Profile Joined February 2010
United States6 Posts
December 02 2010 22:38 GMT
#158
I think its funny how many people didn't even watch the replays to even really see anything about the build and how many units he had and that his base isnt unprotected. It starts out with the same build as every Terran is doing and the CC's are built during harassment, and Marines are being produced out of multiple rax's.
burninglegionx
Profile Joined July 2010
Canada22 Posts
Last Edited: 2010-12-02 22:42:41
December 02 2010 22:39 GMT
#159
with mass OCs how about this:

New Terran late game strategy:

scan on enemy base, and drop f***ton of mules on their mineral line and waste their minerals.
On your PC, the units seem to perform quite poorly. I think there might be something nearby the PC that is causing this problem for you. You may need a mirror to find out what it is. :D
Aui_2000
Profile Blog Joined October 2010
Canada435 Posts
December 02 2010 22:48 GMT
#160
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.
follow @aui_2000 // www.twitch.tv/aui_2000
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