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Command Centers vs Depots?

Forum Index > SC2 General
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1 2 3 4 Next All
Tiamat
Profile Joined February 2003
United States498 Posts
Last Edited: 2010-03-03 01:59:12
March 02 2010 21:06 GMT
#1
Unfortunately I only get to play against an AI, but I want Terran players to try and start doing this if you dont mind.

- Make more CCs instead of supply depots for your food. -

I had around 6 CCs when I was about to take my 3rd expand, dropped 12 mules on the new patch and my minerals went from around 1000 to 5000 in like 2 minutes. Its possible that someone very good at their macro game could take advantage of the mule, or hell even the extra supply to upgrade your 6-7 depots laying around. Use the extra money for even more barracks and CCs and it seems like a slippery slope until you get cannot mine off a patch anymore. It worked really well on the bigger maps with lots of expansions.

With the free bunkers and it seems Terran still has one of the better "turtle style" defenses in the game, perhaps multiple CCs are not a bad option?

EDIT: [url blocked] <-- this is what i am talking about its a rep. I know its against AI but could it maybe work?

EDIT2 [url blocked]
FreeCandyInVan
Profile Joined July 2009
Canada48 Posts
March 02 2010 21:15 GMT
#2
the cost to make the cc is nowhere near = to the supply you would get from the same cost in depots
I'm a lil noobie short and stout, Here is my Zealot here is my Scout, When Im in trouble hear me shout, Terran! Marine! Help me out!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 02 2010 21:17 GMT
#3
You can get youself into ugly situations because you initially invest a lot of money into CCs and they only pay off slowly (well, including supply cost I guess it pays off after the 2nd MULE). But if you manage to survive and your opponent doesn't boost his economy more than you do it should be a viable strategy.
If you have a good reason to disagree with the above, please tell me. Thank you.
TheYango
Profile Joined September 2008
United States47024 Posts
March 02 2010 21:18 GMT
#4
Building CCs ties up too many minerals for too long without return. You spend 400 minerals, and it takes 2 MULEs to recoup that cost. In the early/midgame that leaves you too vulnerable. You're essentially 8 marines weaker in every fight until your CC finishes and 2 MULEs can get launched from it. Any competent opponent will scout it, and use that advantage to take an actual expansion, which is worth more, or to just roll over you and kill you.
Moderator
Mavkar
Profile Blog Joined February 2010
Germany592 Posts
March 02 2010 21:19 GMT
#5
Also you will get supply-blocked because of the build time of a CC. Mules may be usefull, but I think if you go too many Mules, your bases will be mined-out in no time and you have no advantage at all because you cant spend all your minerals so quick.
I don't think CCs for depots is a good way to go, CCs are for mining and thats it.
I'm shy and reserved, even on the internet.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
March 02 2010 21:21 GMT
#6
ima assume that the cost sare the same in SC1
1cc = 400 mins / 10 food
4depots = 400mins/32 food

doesint it speak for itself?
Artillery spawned from the forges of Hell
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 02 2010 21:23 GMT
#7
how much does a mule give again? i mean total
Progamerpls no copy pasterino
TheYango
Profile Joined September 2008
United States47024 Posts
March 02 2010 21:28 GMT
#8
On March 03 2010 06:23 MorroW wrote:
how much does a mule give again? i mean total

240

Don't forget, you also have to upgrade the CC to an Orbital Command before you can start MULEing, so it takes 2-3 MULEs actually to recover the cost. This means that it takes 3-4 minutes before you even break even. That kind of timing window for an attack is huge.
Moderator
Tiamat
Profile Joined February 2003
United States498 Posts
March 02 2010 21:31 GMT
#9
Mule gives around 270 each mule (which is 50 energy)

Thats only 1 CC, imagine if you had 6 of those, 1620 minerals for every 50 energy you build up. That would pay for 3 of the CCs right there. I am saying its an investment for the long run. I mean lets face it, how many Terran reps have you seen where the player has floated 700 or 800 minerals in his base?

I'm just thinking that you could fly one of the CCs over to a gold patch, drop 10 or 12 Mules and mine that base out in like 5 minutes lol.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 02 2010 21:33 GMT
#10
ok so it takes 187,5 sec ~ 3 mintutes to pay off for the cc and the orbital command by pure mule

sorry to say but this takes too long time^^
Progamerpls no copy pasterino
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
March 02 2010 21:34 GMT
#11
On March 03 2010 06:31 Tiamat wrote:
Thats only 1 CC, imagine if you had 6 of those, 1620 minerals for every 50 energy you build up. That would pay for 3 of the CCs right there. I am saying its an investment for the long run. I mean lets face it, how many Terran reps have you seen where the player has floated 700 or 800 minerals in his base?

That's not how starcraft works. You're forgetting about how important timing is.
Oracle comes in, Scvs go down, never a miscommunication.
julealgon
Profile Joined December 2008
Brazil120 Posts
March 02 2010 21:36 GMT
#12
On March 03 2010 06:21 arb wrote:
ima assume that the cost sare the same in SC1
1cc = 400 mins / 10 food
4depots = 400mins/32 food

doesint it speak for itself?

Well, this was a very bad comparison I must say, since the whole point was to recoup the money with mules later on.

Something no one seemed to note was that you can use the additional CC to expand later when you can defend properly.

I really liked this idea, and I believe it has some potential indeed.

BTW, does anyone know how many trips to minerals an SCV makes for 90 + supply-build-time seconds? It may be worthwhile to use calldown supplies from time to time if the difference is not too big from the 240 minerals the MULE gives over the same 90 seconds.
Here is hoping God implements save/load in the next version of life
Tiamat
Profile Joined February 2003
United States498 Posts
March 02 2010 21:38 GMT
#13
Also the MAJOR difference in SC2 vs SC1 and the Command Center can now effectively mine by itself. In SC1 you had to build SCVs to mine, thats a hidden cost.
Tiamat
Profile Joined February 2003
United States498 Posts
March 02 2010 21:40 GMT
#14
On March 03 2010 06:36 julealgon wrote:
Show nested quote +
On March 03 2010 06:21 arb wrote:
ima assume that the cost sare the same in SC1
1cc = 400 mins / 10 food
4depots = 400mins/32 food

doesint it speak for itself?

Well, this was a very bad comparison I must say, since the whole point was to recoup the money with mules later on.

Something no one seemed to note was that you can use the additional CC to expand later when you can defend properly.

I really liked this idea, and I believe it has some potential indeed.

BTW, does anyone know how many trips to minerals an SCV makes for 90 + supply-build-time seconds? It may be worthwhile to use calldown supplies from time to time if the difference is not too big from the 240 minerals the MULE gives over the same 90 seconds.



That and also you can salvage any bunkers for free, to help with the window you need to defend while building the CC.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 02 2010 21:40 GMT
#15
its not gonna pay off because of u invest 550 minerals in something that will be neutral to itself in 3 minutes it will give ur enemy a window of time to expo like crazy
Progamerpls no copy pasterino
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 02 2010 21:42 GMT
#16
Thanks guys for testing the strategy and providing feedback like the OP asked.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-03-02 21:49:53
March 02 2010 21:49 GMT
#17
A cc mines roughly at the same rate as 6 scv's and gives ~200 minerals worth of supply.(6 scv's are 6 supply and the supply it got for itself)

Basically that is 500 mins, so command centers are certainly not such a bad deal. The best thing with it is that you don't ever saturate your mineral line with mules, unless you have ~16 command centers but then you would be mining at the same rate as from 6 minerals fields at once! You could make a locust build, fly a cc over to the yellow minerals, drop a million of mules and just suck it all up in a minute!

Not saying that this would be uber awesome, just that it isn't as crazy as many of you seem to think. Basically the resources you get for it is worth all the minerals spent, but it also costs a bit of gas and it takes a bit longer to build. On the other hand it allows you to break even with your enemy with much fewer expansions and it allows you to scan like crazy.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-03-02 21:54:15
March 02 2010 21:51 GMT
#18
So what exactly do you do if your opponent responds to you starting a CC by actually taking an expansion? You can't punish him for it because you've spent equivalent cost building a CC, and since he can improve mineral efficiency by maynarding workers to his expansion, he'll recoup it's cost before you do yours. Not to mention that he can skimp on defense because he knows you committed to a CC, while you have to put bunkers down without knowing what he'll do in response.
On March 03 2010 06:38 Tiamat wrote:
Also the MAJOR difference in SC2 vs SC1 and the Command Center can now effectively mine by itself. In SC1 you had to build SCVs to mine, thats a hidden cost.

Building an Orbital Command doesn't count as a "hidden cost", but building SCVs does?
Moderator
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 02 2010 21:55 GMT
#19
On March 03 2010 06:51 TheYango wrote:
So what exactly do you do if your opponent responds to you starting a CC by actually taking an expansion? You can't punish him for it because you've spent equivalent cost building a CC, and since he can improve mineral efficiency by maynarding workers to his expansion, he'll recoup it's cost before you do yours. Not to mention that he can skimp on defense because he knows you committed to a CC, while you have to put bunkers down without knowing what he'll do in response.

Considering that a cc mines roughly as good per cost as normal workers if you consider that it also provides supply, and considering that cc mining won't ever oversaturate the fields you will not get that behind from him taking another expansion. And you can just as well take an expansion if you want, if he tries to attack it just fly back with your cc...
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-03-02 22:04:38
March 02 2010 22:01 GMT
#20
On March 03 2010 06:55 Klockan3 wrote:
Considering that a cc mines roughly as good per cost as normal workers if you consider that it also provides supply, and considering that cc mining won't ever oversaturate the fields you will not get that behind from him taking another expansion. And you can just as well take an expansion if you want, if he tries to attack it just fly back with your cc...

Wait, what?

I don't see how you can say you won't be behind. Suppose you're opponent is Terran. You start your CCs at roughly equal times (yours a bit faster). When they finish, you have identical numbers of MULEs. The difference is he can split his workers among 1 more base than you because he started his CC at an expansion. His mining efficiency is better, regardless of where the MULEs are coming into play. What's more, the fact that you started the CC without knowledge of what your opponent would do to respond means that you are REQUIRED to put up defenses. But since your opponent starts his CC after yours, he has the knowledge that you can't punish him for it, so he can skimp on them. The fact that the CC provides supply isn't relevant because the CC takes so long to build that you have to build supply depots in the interim anyway.

If you choose to actually take a 3rd instead of building the CC in-base, you lose the luxury of being able to defend it easily. Your opponent isn't going to respond to that by taking an expansion--he's going to take advantage of the fact that your forces are spread too thin to defend and destroy one of your bases.
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