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Some Thoughts on Supply Drop - Page 6

Forum Index > SC2 General
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Deathfate
Profile Joined November 2008
Spain555 Posts
March 29 2010 04:04 GMT
#101
i think it is great vs dimaga build of banelings which make you supply blocked, you can use it in order to get your hellions out quickly
Feel the power of the zerg swarm.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
March 29 2010 04:48 GMT
#102
I reckon someone will come up with an early pressure build that utilizes supply drops in the near future
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 29 2010 05:49 GMT
#103
On March 29 2010 12:58 Archerofaiur wrote:
Im a big fan of buffing Calldown Supply. Obviously you cant just increase the supply as that just makes it overlap more with the MULE. Instead I would vote for something like this

Calldown Supply
+8 Suppply
+4 Armour







I would diversify Calldown Supplys use as both a Supply Block lifesaver and as Wall Builder. Combined with the Engeneering Bay +2 upgrades for buildings there is the potential to make Depots Walls really hard to break through (1+2+4=8 armour!) :D


+4 armor is way too huge. imagine trying to break a supply wall with zerglings or marines or something

and 1+2+4 is only = 7.
Bring back 2v2s!
Tinithor
Profile Joined February 2008
United States1552 Posts
March 29 2010 05:51 GMT
#104
On March 29 2010 13:48 DragonDefonce wrote:
I reckon someone will come up with an early pressure build that utilizes supply drops in the near future


Can someone explain to me HOW this would work? I honestly cannot see how it would, maybe my theory craft is just not working, but untill i get a concrete example i just can't see it.

Perhaps use it instead of mule to get your rax out faster or something? Thats about all i can come up with.
"Oh-My-GOD" ... "Is many mutas, Yes?"
nik_0_0
Profile Joined March 2010
Canada82 Posts
March 29 2010 06:44 GMT
#105
Skipping that 9depot that all terrans (myself included) go for and getting tha DURRRRRR orbital command is later than that...

Sorry I had a great idea but I forgot that Orbital is post Barracks..Unless you figure out some trisky 9depot 10/11 double rax then supply drop on the 9 to prevent having to build that 2nd depot, theres not too much it can speed up in my opinion. Awesome thread though, knowing that its that 100minerals saved by not building + 50 minerals mining time is much more contrastable (a word?) to the 240-270 minerals yielded by a MULE. As was previously mentioned, 150 minerals now vs 270 minerals lost from your own patch is not too clearcut of a decision any more (in my opinion), although it seems like in most cases the MULE will be king.
Eh?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 29 2010 07:05 GMT
#106
I don't think anybody is arguing that Supply Drop is going to dethrone MULE as the default terran macro ability, but I'm really trying to counteract the thought behind some of the shittier posts in this thread (Like MULE = plat league SD = Copper league, etc etc)
Bring back 2v2s!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-03-29 14:00:33
March 29 2010 14:00 GMT
#107
On March 29 2010 14:49 ComradeDover wrote:
Show nested quote +
On March 29 2010 12:58 Archerofaiur wrote:
Im a big fan of buffing Calldown Supply. Obviously you cant just increase the supply as that just makes it overlap more with the MULE. Instead I would vote for something like this

Calldown Supply
+8 Suppply
+4 Armour







I would diversify Calldown Supplys use as both a Supply Block lifesaver and as Wall Builder. Combined with the Engeneering Bay +2 upgrades for buildings there is the potential to make Depots Walls really hard to break through (1+2+4=8 armour!) :D


+4 armor is way too huge. imagine trying to break a supply wall with zerglings or marines or something


I actually dont think 4 armor is too overpowered. It gives the supply depot with armor upgrade and calldown supply 7 armor (350 hp). A Planetary Fortress with the armor upgrade has 5 armor (1500 hp). So the supply depot would be armored to hell but have less hp than the PF. Another thing to remember is that a wall is only as good as its weakest link. So if you have a barracks or un upgraded depot the enemy can punch through there.


and 1+2+4 is only = 7.


I changed it and then forgot to change all the numbers :p
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Vexx
Profile Blog Joined March 2010
United States462 Posts
March 29 2010 14:51 GMT
#108
I'm a big fan of SD. Late game, I find myself strapped for gas, not minerals so I would rather call down that supply and keep on pumping units.

It's important to remember that mule gets your minerals sooner - it doesn't give you "free" minerals and that a supply drop is a truly FREE 100 minerals.

I find it extremely useful in many situations beyond just forgetting to make depots. When banelings roll through and destroy 3-4 of your depots, supply drop will get you back on your feet in no time.
I am not nice.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
March 29 2010 14:56 GMT
#109
I agree with Nao, I've only called supply like 3 times in my sc2 career and each time they were a focus fire target for my enemy, setting me back further than when i dropped it almost...

mules have a nack for efficiency and if you lose one oh well, it's a lot more forgiving than losing a called supply
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Black Octopi
Profile Joined March 2010
187 Posts
Last Edited: 2010-04-04 21:44:20
April 04 2010 21:44 GMT
#110
How about if they change it to a bunker drop? I don't mean add spaces or armor to a bunker, I mean literally drop a bunker anywhere. /just kidding
icki.icki
Profile Joined March 2010
106 Posts
April 05 2010 03:11 GMT
#111
On April 05 2010 06:44 Black Octopi wrote:
How about if they change it to a bunker drop? I don't mean add spaces or armor to a bunker, I mean literally drop a bunker anywhere. /just kidding


Heh that'd be awesome. Maybe only within a geneous radius of the command center?
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
April 05 2010 03:23 GMT
#112
On March 27 2010 12:56 Cade)Flayer wrote:
Supply Drop is great when you screw up and hear that dreaded warning about needing more supply though :p

This is exactly what I do. When i'm massing BCs or something and I need to get them out quick, and I realize that I forgot to build more depots, I will use supply drop.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 05 2010 03:26 GMT
#113
LOVE the idea of armor increase. Would be a good counter to enemies pushing up your ramp, buying you extra time at the cost of mule and scan energy.
Kill the Deathball
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-05 05:37:58
April 05 2010 05:35 GMT
#114
guys, a few things i have noticed:

1. some people have no clue what they are talking about. suply drop dubbles how many supply a single depot provides not adding a free depot like some of you seem to think. this just shows you how little we really know.
2. you need to remeber there is a campain comeing with this and that may raise SDs importance and our knolage of it.
3. think about what many players do: they submerge all their suply depots but their wall and some of their depots are built litteraly at the mineral line to reduce travel time. in some replays i have watched, they have the SCV build where he is standing because they see the time the other SCVs must spend to move around there while it is built as small. if 30sec is small it some high level players for thier mineing, that shows us that these high level plaers have a disadvantage. also, i have never seen players even consider SD in any copmintaries. if you have, post a link so i can go watch it(i hate download replays )
4. why are some of you discussing things other than what this thered is about on this thered(probally missspelled it).
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
April 05 2010 05:44 GMT
#115
When trying to mass up for a timing attack I do my best to not get supply blocked. But if I go and try some reaper harass and my macro/supply building gets lacking, I don't want my entire timing push delayed for the build time of one supply depot. That's why I can't help but agree that the lower the rank (copper, bronze) the more often supply calldown will be used. I don't imagine the highest platinum players finding too much purpose to supply drop. I'm gold myself and I might use it once ever... 40 games?
Sup.
titan55
Profile Joined July 2009
United States227 Posts
April 05 2010 06:25 GMT
#116
What about using the supply to increase pop for an early push?
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-05 06:29:43
April 05 2010 06:28 GMT
#117
this has come up before but it was then noted that an early push dosen't involve even reaching level two and this ability is level two.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
peckham33
Profile Joined April 2010
United States267 Posts
April 06 2010 01:24 GMT
#118
anyone else have anything to contribute?
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Angra
Profile Blog Joined May 2009
United States2652 Posts
April 06 2010 01:32 GMT
#119
I can see it being pretty useful in situations where either you know you won't be able to expand anytime soon and don't want to run out of minerals as fast on the bases you have, or in extreme late game situations where everything's almost mined out already. Other than that, in regular circumstances it just doesn't seem nearly as good as MULEs in a standard game where you know you're going to be securing more expansions anyway.
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-06 02:00:19
April 06 2010 01:39 GMT
#120
i'm guessing by that remark that you are one of the medium level players who has yet to learn there are no features blizz puts in games that don't have a comonly useable function. all the abilities have a use at every level of the game once you have them avalable.
just saying this because that group are the ones who offten make those styles of remarks. i am not trying to act as a know it all or a rude person of any kind. I will also admit that for a long time i was one myself. now i am just a guy without a key.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
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