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Mule vs Chrono boost - A simple breakdown - Page 2

Forum Index > StarCraft 2 Strategy
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Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 24 2011 14:33 GMT
#21
On January 24 2011 23:18 Jumbled wrote:
Chronoboost makes research or unit production run 50% faster for 20 seconds. This is not the same as a 50% time reduction. Fix your maths and try again.


haha yeh thank you, thats what I meant.. I blame it on english being my second language :p
Always look on the bright side of life
noD
Profile Blog Joined August 2010
2230 Posts
January 24 2011 14:34 GMT
#22
another balance discussion with a hidden complain in it ?
kk but u forgot T workers stay all the time when building stuff so your logic is flawed =X
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
January 24 2011 14:37 GMT
#23
On January 24 2011 23:34 noD wrote:
another balance discussion with a hidden complain in it ?
kk but u forgot T workers stay all the time when building stuff so your logic is flawed =X


I think the OP is trying to say MULEs AREN'T OP. I on the other hand AM complaining about them.

But if you call me a noob loud enough, I'm sure nobody will read my post.
As it turns out, marines don't actually cost any money -Jinro
Zariel
Profile Blog Joined December 2010
Australia1312 Posts
January 24 2011 14:40 GMT
#24
1 little problem with terran and scvs is that you tend to bring a few with you when you attack for repairs, bunkers and turrets, also note, terran buildings need an scv to construct for the whole duration, which means 1-2 scvs are always building supply depots, 2-3 building other stuff. I treat mules as being the filler for the lost income due to pulling scvs.

Of course, purely on a macro basis, MULE is always better in the long run for mineral gain. But don't forget, all 3 main building's abilities have their opportunity costs. Every boost you cast on probes means slower tech/units, every mule costs you a scan, your extra 4 larvae can be used in all sorts of diff ways.

Anyway, if your concerned about how mule can be harassed etc., not much point as you wouldnt be thinking aborut how chrono>mules if your getting attacked.
sup
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 24 2011 14:43 GMT
#25
On January 24 2011 23:34 noD wrote:
another balance discussion with a hidden complain in it ?
kk but u forgot T workers stay all the time when building stuff so your logic is flawed =X


It isnt meant to be a complaint. I wnat to show people when they are behind and when they are not.
And yes there are obviously many other things to take in to consideration, like the scv's staying with the buildings to make them while the Protoss can be harvesting. Or that Protoss needs to spend 100 minerals at 9 supply while terran can harvast till 10 supply but needs to make his barracks at 12 while protoss can wait with the gateway till 13 or 14 even.

The bottom line is that Blizzard has thought this all out very well, and that this thread is just a little step of understanding everyhing as best as possible
Always look on the bright side of life
Pry
Profile Joined December 2010
Sweden3 Posts
January 24 2011 14:44 GMT
#26
4 probes also need half a pylon so they actually cost 250 minerals.
Kyandid
Profile Joined September 2010
Canada124 Posts
January 24 2011 14:48 GMT
#27
you want to mine longer from everybase.


whaaaaaat

if you could press a button and instantly receive all the minerals from all of your bases and mine them all out, you'd do that.
noD
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-01-24 14:56:46
January 24 2011 14:54 GMT
#28
On January 24 2011 23:43 Deckkie wrote:
Show nested quote +
On January 24 2011 23:34 noD wrote:
another balance discussion with a hidden complain in it ?
kk but u forgot T workers stay all the time when building stuff so your logic is flawed =X


It isnt meant to be a complaint. I wnat to show people when they are behind and when they are not.
And yes there are obviously many other things to take in to consideration, like the scv's staying with the buildings to make them while the Protoss can be harvesting. Or that Protoss needs to spend 100 minerals at 9 supply while terran can harvast till 10 supply but needs to make his barracks at 12 while protoss can wait with the gateway till 13 or 14 even.

The bottom line is that Blizzard has thought this all out very well, and that this thread is just a little step of understanding everyhing as best as possible


I agree ...
Actually the basic basic basic mechanics shouldnt even be discussed they had 10 years to do that ...
Dominator1370
Profile Joined November 2010
United States111 Posts
Last Edited: 2011-01-24 15:03:49
January 24 2011 14:55 GMT
#29
The problem with Mules (in theory) is that they afford Terran some pretty unique and powerful benefits: the ability to generate additional income without needing extra bases, and the ability to artificially inflate their relative supply cap.

Compare this with Spawn Larva and Chronoboost: these abilities help you get more stuff, but this is hardly a unique ability - you can always just build more of the pertinent structures. Chronoboost allows for some interesting possibilities with upgrades and timings that aren't quite duplicatable by the other races, but as a unique ability, this hardly seems of the same order as those afforded to Terran. Spawn Larva allows you to change what you're producing on the fly, which is useful, but this is productionally equivalent to building more production structures.

There are two areas of comparison here:

1) Spawn Larva provides a re-allocation of production capacity that allows tech switching without building as many structures. Chronoboost also allows for re-allocation of production capacity, but allows this re-allocation to include upgrades at the cost of not being as powerful for tech switching as Spawn Larva. Orbital Commands allow Terran to gain additional income without building Command Centers at additional expansions.

2) Spawn Larva allows you to "save" a certain number of production cycles that you can use later, typically to re-max very quickly. Likewise, Chronoboost allows you to save up the ability to spontaneously boost your production capacity significantly. Replacing SCV's with Mules allows you to actually have more usable supply on the field.

With regards to 1, all races are capable of getting some kind of extra "production" without building extra structures. The disconnect comes from the fact that the extra Barracks can be built in a safe location, while if either of the other races wants extra income, they're forced to expand, which carries with it a number of risks.

With regards to 2, all races have a capability to bolster an army, especially in the late game. The disconnect comes from the fact that Terran can have those units all on the field at the same time. If you've ever been attacked with your army out of position, you know that throwing half your army at your opponent's whole army twice isn't nearly as strong as engaging once with your whole army. The same applies here.

Edit: I should probably note that this isn't some attempt to convey that ZOMG MULES ARE OP!, but rather to point out that Starcraft isn't strictly a game of numbers, and that unique capacities can be quite powerful and make it difficult to "math out" who is ahead. On paper, Terran seems to have some pretty powerful "non-numerical" benefits, which make attempts at analysis of game-states difficult if not futile.
zDUST
Profile Joined November 2010
Finland165 Posts
January 24 2011 15:00 GMT
#30
On January 24 2011 22:36 siri wrote:
mules are good because they can harvest simultaneously with scv's, which means you can increase your mineral income after the 24 worker saturation
while chronoboost lets you saturate your bases faster with probes

so in equal bases, that are already saturated, mules gives you a mineral income advantage
while chronoboost is good if you have bases that are still to be saturated


thats all you need to know


although, at that point CB can be used on producing useful units/upgrades. If OC energy is used on anything else (scans) the advantage is wasted.
Drazzzt
Profile Joined September 2002
Germany999 Posts
January 24 2011 15:02 GMT
#31
Sorry OP, but you are making so many assumptions which are simply way too over-simplified.
There are much more factors to take into account and I can't even think of all of them.
* MULEs die, probes usually don't ( so you need new energy for every new MULE, but CB energy only for the first time)
* Pylon cost, supply cost for probes
* Saturation of minerals plays a role (MULEs dont care about saturation, probes do)
* 1 chronoboost only makes ~1.76 (=30/17) probes, not 2 => more than 5 CBs needed for 4 extra probes
* etc.

So, basically your post is not very helpful to be honest
Be Nice, Be Fair, Be Mannered.
Deltablazy
Profile Joined November 2010
Canada580 Posts
January 24 2011 15:04 GMT
#32
You're only comparing the two abilities economy wise. It's not like a Terran can allow himself to only spend his OC energy on mules. Hell, just by using that 50 energy, doesn't mean it's a free gain. Mule dies too early and doesn't pay for himself, scan misses and doesn't reveal anything. Those can put Terran at a disadvantage. I'm not even mentioning extra supply, but let's ignore that.

A Protoss though can Chrono boost with no loss. Upgrades, warp gates, researches, workers, etc. Sure a structure can be sniped, but you're at fault for letting that happen.

Chrono is just way better, so Protoss do not need to be always 4 workers ahead of the number of OCs the Terran has. And what if the Terran has 50 OCs, are you gonna say the Protoss needs 200 workers? Yes it's an exaggeration, but do consider the possibility of mass OCs.
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
January 24 2011 15:04 GMT
#33
Interesting analysis. I'd be curious to see some math on the rate at which drones can pop at max efficiency compared to these numbers.
Brutus
Profile Joined May 2010
Netherlands284 Posts
January 24 2011 15:08 GMT
#34
On January 24 2011 22:04 Deckkie wrote:
Edit: alot of people are stating that the biggest advantage is that Mules can harvast next to scv's, making the Terran economy stronger from one base. ALtough this is true it should be taking in to consideration that this hurts the Terran the most. you want to mine longer from everybase. Surely it will give you the avantage in the beginning but it will hurt you when u need to be on the fourth base while Protoss can still mine out off three. A good terran will always drop his mules on a new unsaturated base.


This is so wrong. it's better to have the minerals already. Always.

Math is off. Chronoboost increases production by 50%. 150% is not 200%. You will make 3 workers when you would normally make 2, so it means you make probes 1/3 faster.

The whole text makes assumptions which are just wrong. Why do you want to mine out slower? Why do you think Mules mining side by side isn't a big deal? These 2 things make mules so powerfull, being able to mine out that gold base faster, while not being hindered by scvs.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2011-01-24 15:15:46
January 24 2011 15:12 GMT
#35
Upon the mule die: 12000 (8 batches of mineral x 1500, 16 batches if that player FE) - (mineral left in batch 1 + min left in batch 2 + .....) = Total minerals harvested until the mules die.

If you use that fomula and track down the first 3 mules, you'll see that Terran's income is always lower than Protoss's EVEN WHEN Terran use mules. If for some reason Terran uses the scan, he will 100% be behind economically.

Of course the advantage of mules is it can harvest the same batch with the scvs, but unless the Terran is being contained or commits to 1,2 base play, he rarely use mules on saturated bases but save energy for scan.



This basically. Someone analyzed about 10+ top level TvP's and the terran was ALWAYS BEHIND IN ECONOMY IN EVERY SINGLE GAME. Luckily our units are more cost effective until there are collosus or storm, that's why every terran wants to end it quick. Also you need to scan and when you drop 8 mules on a gold patch because you are bad. You won't have the production facility's to back it up. So missing a mule is just like missing a larva inject.

1 gate/core FE against a 1 rax FE(wich isn't safe at all whilste 1 gate/core is) 1 gate/core is WAYYYYYYYYYY ahead in eco. It's not even funny how fast a protoss can saturate a base.

Brutus
Profile Joined May 2010
Netherlands284 Posts
January 24 2011 15:15 GMT
#36
On January 25 2011 00:04 Deltablazy wrote:
You're only comparing the two abilities economy wise. It's not like a Terran can allow himself to only spend his OC energy on mules. Hell, just by using that 50 energy, doesn't mean it's a free gain. Mule dies too early and doesn't pay for himself, scan misses and doesn't reveal anything. Those can put Terran at a disadvantage. I'm not even mentioning extra supply, but let's ignore that.

A Protoss though can Chrono boost with no loss. Upgrades, warp gates, researches, workers, etc. Sure a structure can be sniped, but you're at fault for letting that happen.

Chrono is just way better, so Protoss do not need to be always 4 workers ahead of the number of OCs the Terran has. And what if the Terran has 50 OCs, are you gonna say the Protoss needs 200 workers? Yes it's an exaggeration, but do consider the possibility of mass OCs.


Lol, sorry, but wut?

Why can't he allow to only use it on mules? Maybe you need a few scans, but most of them will be on mules.

You are saying that it is the protoss' fault for letting someone snipe the building, but when terran loses the mule it's not their fault? Why?
Sometimes revealing nothing= something. If you don't see double gas at the expansion of zerg, it means mutas will be delayed or not coming at all. And after all, I think terran will be using energy more on eco than protoss, because they will chrono out upgrades/units too.

Your last paragraph makes no sense. Mule is the best macro mechanic for eco, without a doubt. Larva and cb can be used on something else, which kinda makes up for it.
Autunno
Profile Joined January 2011
Brazil147 Posts
January 24 2011 15:17 GMT
#37
Even though the math is not perfect (as you have to consider a TON of factors, as even the OP has stated), it's at least a kind of ok way to know who is ahead of who.
Brutus
Profile Joined May 2010
Netherlands284 Posts
January 24 2011 15:18 GMT
#38
On January 25 2011 00:12 Endorsed wrote:
Show nested quote +
Upon the mule die: 12000 (8 batches of mineral x 1500, 16 batches if that player FE) - (mineral left in batch 1 + min left in batch 2 + .....) = Total minerals harvested until the mules die.

If you use that fomula and track down the first 3 mules, you'll see that Terran's income is always lower than Protoss's EVEN WHEN Terran use mules. If for some reason Terran uses the scan, he will 100% be behind economically.

Of course the advantage of mules is it can harvest the same batch with the scvs, but unless the Terran is being contained or commits to 1,2 base play, he rarely use mules on saturated bases but save energy for scan.



This basically. Someone analyzed about 10+ top level TvP's and the terran was ALWAYS BEHIND IN ECONOMY IN EVERY SINGLE GAME. Luckily our units are more cost effective until there are collosus or storm, that's why every terran wants to end it quick. Also you need to scan and when you drop 8 mules on a gold patch because you are bad. You won't have the production facility's to back it up. So missing a mule is just like missing a larva inject.

1 gate/core FE against a 1 rax FE(wich isn't safe at all whilste 1 gate/core is) 1 gate/core is WAYYYYYYYYYY ahead in eco. It's not even funny how fast a protoss can saturate a base.



1 gate/core is safer than 1 rax FE AND ahead in eco? I am calling bullshit on this until I see some replays or something.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-01-24 15:39:01
January 24 2011 15:25 GMT
#39
50 energy regenerates in 88.(8) game seconds or ~61.8 seconds real time. 1.5 minutes is not 1 minute 50 seconds, it's 1 minute 30 seconds.

Mules mine 240 or 270 minerals depending on the mineral patch. If you use them only on the 270 ones then they will deplete faster limiting your mineral income, compared to if you spread them out.

At full saturation 4 workers will mine around 230-240 minerals for 90 seconds, but that's an average for all the workers, while the last 4 would've improved your mining rate by less than that. A mule is roughly equal to 4.5 workers on full saturation and 3 workers with low saturation.

The chronoboost stuff already got corrected and it means you will need more chronos to match a mule.

Protoss is ahead economically if he chronos his nexus, but approaching saturation quickly turns that around and the terran pulls ahead in mineral income by ~20%, while the protoss has to expand, which incurs additional costs and risks.

Depleting your minerals faster with Mules is not a disadvantage, just like having more probes than the terran has SCVs is not a disadvantage. You will get the same amount of minerals from the base(not an advantage or disadvantage, it's equal) in less time(an obvious advantage).

About the mining from more bases at the same time, it would be like terran having 4000 extra minerals spent on units or in the bank and 2 mining bases and the toss having 3 mining bases, with the extra base having 4000 minerals left. Clearly the terran is not hurt in any way.
I'll call Nada.
Offhand
Profile Joined June 2010
United States1869 Posts
January 24 2011 15:32 GMT
#40
On January 24 2011 22:52 BrahCJ wrote:
Show nested quote +
On January 24 2011 22:49 Sm3agol wrote:
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.



Orbital commands are not free.


Orbital commands pay for themselves in slightly more then half a MULE drop, so as soon as the orbital finishes, you're ahead. Chrono boosted probes are a constant drain on the protoss economy.

MULEs are better then literally every other existing resource mechanic in the game. There's no point in arguing otherwise.
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