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Some Thoughts on Supply Drop - Page 3

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cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-27 06:13:41
March 27 2010 06:12 GMT
#41
Maybe you will get a slight gain in late game situations where you can't secure a new mineral base. That is it. If you do have a base with minerals, it is better to use a MULE. If you are stuck without a mining base, you probably will have problems winning the game, though.. I think it's most useful when you lose some supply depots at your ramp or they die some other way. If your whole main gets taken out and you're rebuilding depots, you can do it faster this way. Also good. This is if we're not considering that it makes up for mistakes in keeping up with supply, which happen all the time.
It is not enough to conquer; one must learn to seduce.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 27 2010 06:15 GMT
#42
On March 27 2010 15:11 Funchucks wrote:
Show nested quote +
On March 27 2010 14:41 ComradeDover wrote:
On March 27 2010 14:38 Divinek wrote:
But supply drop seems like one of those rarely used things, that will only have it's niche in strange or really long games somehow. Like you know if you're base trading and someone kills all your depots but you have like a bazillion minerals anyways and need an army up asap and things like that.


Obviously it's rarely used. Even a casual observer could tell you that much, but that I'm trying to get at why it's rarely used, and if it's a mistake to be using them quite so rarely in the first place.

I think it's just that MULEs are cooler and easier to understand. The advantages of calling down supply are subtle. I expect supply drops to feature regularly in optimized build orders, since they give you a minute+ timing advantage.

One way to think of it is that, building 3 permanent SCVs with the time and money you save by supply dropping is obviously more profitable on any timescale than making one MULE which will disappear in 90 seconds. MULEs without pumping SCVs doesn't make sense (with obvious exceptions, such as not needing supply or being saturated).


I suppose you're right. I guess I'll just wait for people to optimize their builds before I start seeing more supply drops. It's nice to see I'm not the only one that isn't a supply-drop hater, though.

Thanks, everybody. Especially you Funchucks. :D
Bring back 2v2s!
lepape
Profile Joined November 2005
Canada557 Posts
March 27 2010 06:16 GMT
#43
On March 27 2010 13:45 P00RKID wrote:
A good use of a supply drop: When the enemy targets and kills off some of your supply depots, dropping you into Red supply, it is better to use Supply drop so you don't have a stall in Unit Production. Sure, you could use mule, and wait for SCVs to build more supply depots, but if you NEED those units SOONER than LATER, supply drop is your fast fix. No need in having extra money from the mule if you can't spend it from supply block.


Another good use that might work would be to insta rebuild your wall-in, as soon as your opponent kills the first depot to save a few more seconds. (For example, versus a baneling rush)
Tinithor
Profile Joined February 2008
United States1552 Posts
March 27 2010 06:21 GMT
#44
On March 27 2010 15:15 ComradeDover wrote:
Show nested quote +
On March 27 2010 15:11 Funchucks wrote:
On March 27 2010 14:41 ComradeDover wrote:
On March 27 2010 14:38 Divinek wrote:
But supply drop seems like one of those rarely used things, that will only have it's niche in strange or really long games somehow. Like you know if you're base trading and someone kills all your depots but you have like a bazillion minerals anyways and need an army up asap and things like that.


Obviously it's rarely used. Even a casual observer could tell you that much, but that I'm trying to get at why it's rarely used, and if it's a mistake to be using them quite so rarely in the first place.

I think it's just that MULEs are cooler and easier to understand. The advantages of calling down supply are subtle. I expect supply drops to feature regularly in optimized build orders, since they give you a minute+ timing advantage.

One way to think of it is that, building 3 permanent SCVs with the time and money you save by supply dropping is obviously more profitable on any timescale than making one MULE which will disappear in 90 seconds. MULEs without pumping SCVs doesn't make sense (with obvious exceptions, such as not needing supply or being saturated).


I suppose you're right. I guess I'll just wait for people to optimize their builds before I start seeing more supply drops. It's nice to see I'm not the only one that isn't a supply-drop hater, though.

Thanks, everybody. Especially you Funchucks. :D


The problem is that the supply drop isn't really a + timing advantage, mules give you more money than supply in any game before you get mined out, which is ALOT of the time.
"Oh-My-GOD" ... "Is many mutas, Yes?"
mcneebs
Profile Blog Joined January 2009
Canada391 Posts
March 27 2010 06:27 GMT
#45
On March 27 2010 15:16 lepape wrote:
Show nested quote +
On March 27 2010 13:45 P00RKID wrote:
A good use of a supply drop: When the enemy targets and kills off some of your supply depots, dropping you into Red supply, it is better to use Supply drop so you don't have a stall in Unit Production. Sure, you could use mule, and wait for SCVs to build more supply depots, but if you NEED those units SOONER than LATER, supply drop is your fast fix. No need in having extra money from the mule if you can't spend it from supply block.


Another good use that might work would be to insta rebuild your wall-in, as soon as your opponent kills the first depot to save a few more seconds. (For example, versus a baneling rush)


It won't work, it has to be placed on an EXISTING depo, you can't drop it once it's been ruined. I'm not sure, however, if dropping a depo upgrade refills its health though.
You do it to yourself. Just you. You and no one else.
ELESSAR
Profile Joined July 2009
Bulgaria173 Posts
March 27 2010 06:57 GMT
#46
I can see it used when u are attacked and you lose supply depots and you need to make new unis fast. Even then you will probably loose enough units during the attack so you don't need it
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 27 2010 07:00 GMT
#47
On March 27 2010 15:21 Tinithor wrote:
The problem is that the supply drop isn't really a + timing advantage

It does. Read the thread.

Under the right circumstances, supply drop can save you about 150 minerals before your MULE has even been called. It takes close to a minute for a MULE to bring in 150.

150 minerals a minute earlier can be a pretty big difference in build timing, especially if you're rushing tech.
I serve my houseguests slices of butter.
3nickma
Profile Joined November 2007
Denmark1510 Posts
March 27 2010 08:01 GMT
#48
How does the Calldown Supply mechanic actually work? Haven't tried it since I play Zerg.

Does it have to be used ón already built Supply Depots, or can you make it anywhere?

If you could toss 'em around freely I could see some very interesting uses. Like putting them up in expansions so you don't have to scan to see if an expo is being taken, or if you want to immidiatly stop your opponent from landing his CC at his natural
L E E J A E D O N G ! <3
squ1d
Profile Joined June 2007
United States178 Posts
Last Edited: 2010-03-27 08:05:34
March 27 2010 08:04 GMT
#49
Disregard my noobiness.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 27 2010 08:05 GMT
#50
On March 27 2010 17:01 3nickma wrote:
How does the Calldown Supply mechanic actually work? Haven't tried it since I play Zerg.

Does it have to be used ón already built Supply Depots, or can you make it anywhere?

If you could toss 'em around freely I could see some very interesting uses. Like putting them up in expansions so you don't have to scan to see if an expo is being taken, or if you want to immidiatly stop your opponent from landing his CC at his natural


It has to be cast on an existing Supply Depot, and gives it a permanent visual change and status buff which provides an extra 8 supply, but doesn't change hp/armor/anything else. I think it takes a second or two to take effect after casting, but nothing too major.
Bring back 2v2s!
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 27 2010 08:09 GMT
#51
The only time I find myself using supply drop is when I have 3 orbital commands.. and that's very rarely.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
3nickma
Profile Joined November 2007
Denmark1510 Posts
March 27 2010 08:22 GMT
#52
On March 27 2010 17:05 ComradeDover wrote:
Show nested quote +
On March 27 2010 17:01 3nickma wrote:
How does the Calldown Supply mechanic actually work? Haven't tried it since I play Zerg.

Does it have to be used ón already built Supply Depots, or can you make it anywhere?

If you could toss 'em around freely I could see some very interesting uses. Like putting them up in expansions so you don't have to scan to see if an expo is being taken, or if you want to immidiatly stop your opponent from landing his CC at his natural


It has to be cast on an existing Supply Depot, and gives it a permanent visual change and status buff which provides an extra 8 supply, but doesn't change hp/armor/anything else. I think it takes a second or two to take effect after casting, but nothing too major.


Oh okay Them it doesn't matter. Maybe that should be changed? Think a cool idea in a TvT would be to engage an keep the opponent busy whole dropping a Supply Depot in his main for scout Maybe a little enemy coloured blip on the minimap would be noticeable. Otherwisw just make sure there's so enemy units to kill it and it would work like an unseen Changeling

But all that doesn't matter anyway as it is now.
L E E J A E D O N G ! <3
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
March 27 2010 08:24 GMT
#53
when u have a great army but somehow the enemy has managed to kill all your scvs, and cuz u are capped at supply u cant build scv! then u should use this!:D
Give thanks and praise!
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 27 2010 08:25 GMT
#54
On March 27 2010 17:22 3nickma wrote:
Show nested quote +
On March 27 2010 17:05 ComradeDover wrote:
On March 27 2010 17:01 3nickma wrote:
How does the Calldown Supply mechanic actually work? Haven't tried it since I play Zerg.

Does it have to be used ón already built Supply Depots, or can you make it anywhere?

If you could toss 'em around freely I could see some very interesting uses. Like putting them up in expansions so you don't have to scan to see if an expo is being taken, or if you want to immidiatly stop your opponent from landing his CC at his natural


It has to be cast on an existing Supply Depot, and gives it a permanent visual change and status buff which provides an extra 8 supply, but doesn't change hp/armor/anything else. I think it takes a second or two to take effect after casting, but nothing too major.


Oh okay Them it doesn't matter. Maybe that should be changed? Think a cool idea in a TvT would be to engage an keep the opponent busy whole dropping a Supply Depot in his main for scout Maybe a little enemy coloured blip on the minimap would be noticeable. Otherwisw just make sure there's so enemy units to kill it and it would work like an unseen Changeling

But all that doesn't matter anyway as it is now.


To just have it create a free, regular supply depot at a target location? Maybe. I don't know. I'm picturing some epic supply walls being dropped in a way similar to how protoss would use Force Field. I doubt that's going to get implemented.

To be honest I think the time for such sweeping changes has passed. I'm really trying to approach this from the perspective of a player, trying to figure out how best to use the ability, not how best to change it, you know?
Bring back 2v2s!
Louder
Profile Blog Joined September 2002
United States2276 Posts
Last Edited: 2010-03-27 08:27:20
March 27 2010 08:26 GMT
#55
I'm sure it's possible to build rush timings around this ability, but it's not practical. Obviously long term net is unchanged by MULE, but short term is huge. If you scan and I mule, I can basically go build a command center and know that you won't have any more units than me, assuming our builds are about the same otherwise. That's a BIG deal. At the point where I've exhausted 4 mules, if you've used scan, you've mined 1200 less minerals than me at that point. If you use supply drops, you've got a net of about 740 less minerals. Either way, it's bad.

MULE just isn't a great macro gimmick when juxtaposed with scan. Chrono boost and queen both let you get MORE workers, which are permanent. They also have benefits to actual unit production. 2 boosts gets a colossus faster than I can make a reaper. A queen lets you build units at a ridiculous rate. Terran has no such option - they have to choose between scans (when P has obs and Z has speed overlords / overseers) and economy (when P and Z have superior macro mechanics, without sacrificing anything).

Sacrificing the short term income for a scan can have legit tactical benefits, but there is no situation early on other than a very specific (and probably all in) rush timing.
RatherGood
Profile Joined March 2010
Canada147 Posts
Last Edited: 2010-03-27 08:32:58
March 27 2010 08:27 GMT
#56
I've been casually thinking this over.

People mostly talk about Supply Depot is used defensively. I think, when people begin to understand timing attacks better, it'll really shine as an offensive tool. The thing is, Starcraft is all about windows of opportunity. The faster you can get into those windows, when they're open, the more successful you will be. Supply Depot gives you a time advantage at the cost of mineral efficiency over time. There is unquestionably periods in games where few extra, immediate minerals can change the course of things instead of more minerals gathered over a longer period of time. I think it can be looked at like this: you don't need the extra minerals if you can make a push or attack more effective at a specific period of time. The extra effectiveness of your attack pays for itself. Again, the question is, do you have the timings down to make this effective?
RatherGood
Profile Joined March 2010
Canada147 Posts
Last Edited: 2010-03-27 08:35:57
March 27 2010 08:35 GMT
#57
ops, delete =P
MeruFM
Profile Joined February 2010
United States167 Posts
March 27 2010 08:48 GMT
#58
Supply drop is absolutely a very high level play item. Their arguing with KESPA and trying to make it the premiere E-sports game shows their dedication.
I feel like the fact that it doubles as a low level crutch is just a plus for blizzard.

One hypothetical example would be fast expanding. While a mule can gather mineral faster, a command center up 2 SCV build times faster is better in the long run.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
March 27 2010 08:53 GMT
#59
as long as there are no "TvT'ish" matchups in the game, supply drop is a terrible choise .
IMBA - International Mountain Bicycling Association.
Tinithor
Profile Joined February 2008
United States1552 Posts
March 27 2010 08:57 GMT
#60
On March 27 2010 17:48 MeruFM wrote:
Supply drop is absolutely a very high level play item. Their arguing with KESPA and trying to make it the premiere E-sports game shows their dedication.
I feel like the fact that it doubles as a low level crutch is just a plus for blizzard.

One hypothetical example would be fast expanding. While a mule can gather mineral faster, a command center up 2 SCV build times faster is better in the long run.


I can't understand this post, can someone explain? I'm pretty sure you would have the money for an expansion faster if you used mule rather than just supply drop.

I honestly do NOT see how supply drop would be good in any sort of timing push. More money from mules means more units which is what a timing push is all about right? Maybe if at the very end right before you pushed you would use it for that last few minerals right before your attack but that seems about it.
"Oh-My-GOD" ... "Is many mutas, Yes?"
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