• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:23
CEST 08:23
KST 15:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Rollback Netcode in Brood War735.0.17 Patch Notes - October 7, 202621Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)78
StarCraft 2
General
ESL Pro Tour for SC2 discontinued [Old] StarCraft 3 Reportedly in Development 5.0.17 Patch Notes - October 7, 2026 StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
RSL 2026 Offline Finals LCQ Sign-Ups $3,500 WardiTV Not-Summer Championship ScienceCraft (October 24-25) - Live Event Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts
Brood War
General
Rollback Netcode in Brood War BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Ziemie's Starcraft 1 Prequel Campaign Mineral Boosting (2 workers/patch)
Tourneys
[Megathread] Daily Proleagues [ASL22] Semifinal A [ASL22] Semifinal B [ASL22] Ro8 Day 4
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12792 users

Some Thoughts on Supply Drop - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 Next All
zealing
Profile Blog Joined January 2009
Canada806 Posts
April 09 2010 13:03 GMT
#141
i could see people using it over mule or scans late game if they supply block themselves and like just went BC or something, and instead of waiting for a scv to build a supply or w/e they can just call it down and not lose their timming
Think you got lag? It took Jesus 3 days to respawn.
peckham33
Profile Joined April 2010
United States267 Posts
April 09 2010 23:09 GMT
#142
anyone here interested in seeing an image or two, because i can get some pics before the end of the weekend it that is the case?
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 10 2010 20:16 GMT
#143
umm, anyone?

ps: did dubble post to bump
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?
yB.TeH
Profile Blog Joined November 2008
Germany419 Posts
April 10 2010 20:30 GMT
#144
if you plan to use it, do it after the 10th depot, since if you will reach 200 supply that way without building another, and mule>supplydrop early game, this is the most efficient way to use supply drop
CheAse
Profile Blog Joined July 2009
Canada919 Posts
April 10 2010 22:43 GMT
#145
I think it will be used at a pro level in certain situations like:

early timing attacks
new protoss strat to drop immortals to snipe depos
SCV good to go sir
peckham33
Profile Joined April 2010
United States267 Posts
April 12 2010 01:35 GMT
#146
just saw supply drop used in a game by a terran trying to get off a lot of early marauders. won the game and afterwords realized i should have saved to replay. o well.
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?
Kinmaul
Profile Joined March 2010
United States104 Posts
April 12 2010 01:46 GMT
#147
Mule is 50 energy and worth ~270 minerals. Apply a little math and we can see that it is worth 5.4 minerals per energy. If the total cost of a depot is 150 minerals (100 cost + 50 mining time) then it's only worth 3 minerals per energy. Now if we reduced the energy cost of supply drop to 30 energy it's worth 5 minerals per energy. Much more reasonable, in fact I might make a post on the b.net suggestion forums.
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 12 2010 02:01 GMT
#148
On April 12 2010 10:46 Kinmaul wrote:
Mule is 50 energy and worth ~270 minerals. Apply a little math and we can see that it is worth 5.4 minerals per energy. If the total cost of a depot is 150 minerals (100 cost + 50 mining time) then it's only worth 3 minerals per energy. Now if we reduced the energy cost of supply drop to 30 energy it's worth 5 minerals per energy. Much more reasonable, in fact I might make a post on the b.net suggestion forums.

Damn it, people. Read the thread. It's like half the thread is, "I didn't read the thread, but here's why I think MULEs are awesome and nobody should calldown supply ever: MULEs make more money."

Yes, MULE brings in a larger amount of minerals tomorrow. Supply drop saves you a smaller amount of minerals yesterday. The yesterday/tomorrow thing also matters, it's not just the larger/smaller thing.
I serve my houseguests slices of butter.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-04-12 02:06:48
April 12 2010 02:05 GMT
#149
On April 12 2010 10:46 Kinmaul wrote:
Mule is 50 energy and worth ~270 minerals. Apply a little math and we can see that it is worth 5.4 minerals per energy. If the total cost of a depot is 150 minerals (100 cost + 50 mining time) then it's only worth 3 minerals per energy. Now if we reduced the energy cost of supply drop to 30 energy it's worth 5 minerals per energy. Much more reasonable, in fact I might make a post on the b.net suggestion forums.


You disregard the time value of money. 270 minerals now is worth more than 270 minerals evenly distributed over 90 seconds into the future. For your model to make any sense, the mule minerals must be discounted by some factor.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 12 2010 02:17 GMT
#150
On April 12 2010 11:05 TossFloss wrote:
Show nested quote +
On April 12 2010 10:46 Kinmaul wrote:
Mule is 50 energy and worth ~270 minerals. Apply a little math and we can see that it is worth 5.4 minerals per energy. If the total cost of a depot is 150 minerals (100 cost + 50 mining time) then it's only worth 3 minerals per energy. Now if we reduced the energy cost of supply drop to 30 energy it's worth 5 minerals per energy. Much more reasonable, in fact I might make a post on the b.net suggestion forums.


You disregard the time value of money. 270 minerals now is worth more than 270 minerals evenly distributed over 90 seconds into the future. For your model to make any sense, the mule minerals must be discounted by some factor.

That doesn't work either, since Starcraft isn't a business where your only goal is to mine minerals, and there are investors to borrow money from and investments to invest money in.

There is no simple way to compare the value of X minerals now to Y minerals later, you can only look at what you could use those minerals for at the time you get them.
I serve my houseguests slices of butter.
Kinmaul
Profile Joined March 2010
United States104 Posts
April 12 2010 02:48 GMT
#151
Funchucks I read the entire thread, but I think that as long as both abilities cost the same energy then supply drop is going to be worthless. If you were attempting to use supply drop in an early timing push then your first depot (the one that's probably at your ramp) is going to be used. If your opponent can push you back to your base destroy that depot I would consider that a crushing blow to your early econ. You'd be out 16 supply and the 50 energy you could have spent on a mule. Not to mention this would supply lock you for sure and shut down all unit production.
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 12 2010 02:51 GMT
#152
If you have excess minerals and are supply blocked(your opponent destroyed some of your depos) it allows you to basically pay for the time it would take to build supply with scvs to then pump units out right away. Thats the only advantage i see though.
Kill the Deathball
fulmetljaket
Profile Blog Joined December 2008
482 Posts
Last Edited: 2010-04-12 02:56:14
April 12 2010 02:55 GMT
#153
i personally feel that supply drop was meant to be used towards the mid-late game, when you already have an expo, or possibly two. once you have so many minerals coming in, it seems pointless to throw mules in, as you are starved for gas, not minerals.

this does however give you supply at a momnents notice, if you get a few depots killed, you can call in a supply drop for the loss. it also makes you not have to lose worker minerals to build time.

thats just my opinion tho... instead of building depots from 140-150 supply up to 200 supply, you can just use your supply drop to save time and money.
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
April 12 2010 03:05 GMT
#154
Supply drop in a bunker rush build. o . o
http://www.starcraft-replay.com/replays/socrates-vs-machine-1270774976.php
@KawaiiRiceLighT
TheYango
Profile Joined September 2008
United States47024 Posts
April 12 2010 03:11 GMT
#155
On April 12 2010 11:55 fulmetljaket wrote:
i personally feel that supply drop was meant to be used towards the mid-late game, when you already have an expo, or possibly two. once you have so many minerals coming in, it seems pointless to throw mules in, as you are starved for gas, not minerals.

this does however give you supply at a momnents notice, if you get a few depots killed, you can call in a supply drop for the loss. it also makes you not have to lose worker minerals to build time.

thats just my opinion tho... instead of building depots from 140-150 supply up to 200 supply, you can just use your supply drop to save time and money.

At that stage of the game, the energy tension isn't with MULE, but with scan. And the utility of scan can vary greatly.
Moderator
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-04-12 03:49:13
April 12 2010 03:45 GMT
#156
On April 12 2010 11:17 Funchucks wrote:
Show nested quote +
On April 12 2010 11:05 TossFloss wrote:
On April 12 2010 10:46 Kinmaul wrote:
Mule is 50 energy and worth ~270 minerals. Apply a little math and we can see that it is worth 5.4 minerals per energy. If the total cost of a depot is 150 minerals (100 cost + 50 mining time) then it's only worth 3 minerals per energy. Now if we reduced the energy cost of supply drop to 30 energy it's worth 5 minerals per energy. Much more reasonable, in fact I might make a post on the b.net suggestion forums.


You disregard the time value of money. 270 minerals now is worth more than 270 minerals evenly distributed over 90 seconds into the future. For your model to make any sense, the mule minerals must be discounted by some factor.

That doesn't work either, since Starcraft isn't a business where your only goal is to mine minerals, and there are investors to borrow money from and investments to invest money in.

There is no simple way to compare the value of X minerals now to Y minerals later, you can only look at what you could use those minerals for at the time you get them.


Expansion and worker production act as investment vehicles. To establish a lower limit, the difference between 400 minerals now and 400 minerals in X time could be used to compute a reasonable discount factor by looking at the difference in mineral productivity.

Non-existence of investors does not preclude the time-value of money.

I agree with your last point, specifically that: "There is no simple way..." However, I believe that the concept of a discount factor still maintains relevance.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
peckham33
Profile Joined April 2010
United States267 Posts
April 12 2010 03:58 GMT
#157
seems some players are starting to use it in rushes.
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?
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 13 2010 14:59 GMT
#158
Everyone always talks about the amount of minerals you are up after the mule has been running for some time, but what about the immediate effect of the depot boost.

You get an immediate +100 minerals as a byproduct of not building the depot, whereas it will take 3 or 4 transfers of the mule to reach that amount. Then a couple more transfers to balance the loss in minerals of the scv spending time building the depot. Money that you get right now is worth more than money you get 30 or 40 seconds from now.

Using a mule is like queueing up too many units. That 100 minerals could have been a barracks 20 seconds earlier or something if your build is designed to take that into account.
Random69
Profile Joined April 2010
35 Posts
April 13 2010 15:04 GMT
#159
I posted this on another thread about depots, but was informed to move it here.

From my own experience I would say that the mule is a much much better way to spend the energy.

1. Supply depots are weak, if you lose 1-2 early (16 supply) depots, it will cripple you in ways you can not really recover from fast enough, nevermind midgame if you were to lose 4-5 of them.

2. Rather use the mule and the extra fast minerals will help to expand faster, a early to mid game strat that I have used and seems to work well is that when I am close to expanding, usually try expand at the high yield mineral patch and then i purely use my mules on the high yield minerals.from both buildings. Since the mules mine such high quanitys i hardly make any scv`s at my high yield expansion except those for gas and i usually only mine it with mules, this way if you expansion goes you do not lose the scv`s and because the high yield gives so much then with muels you can quickly make a 3 command centre which gives again +unit supply and more mules.

I might not be as good as the original poster in match but my logic is pretty sound
The pen is mightier than the sword, but the pen has no chance versus my Axe
Toran7
Profile Joined March 2010
United States160 Posts
April 13 2010 16:54 GMT
#160
Seems like a huge Zerg problem is overlord sniping, I can imagine that a static defenseless building like a supply dept could be sniped just as easily with clever drops and some unconventional harass. I can see supply drop being really helpful if your opponent decides to target your supply in mid game when those larger 4-6 food units start popping out.

It's a good quick fix that adds to the Terran's adaptability, but it's situational at best....
Prev 1 6 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
The QMC Showmatch 1
OSC
08:00
Masters Cup #151: Group A
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 2067
GuemChi 1165
Snow 268
Creator 37
Shinee 18
Noble 14
Icarus 7
Dota 2
NeuroSwarm186
League of Legends
JimRising 664
Other Games
summit1g7160
Sick191
ceh9173
Happy165
Organizations
Other Games
gamesdonequick592
[ Show 14 non-featured ]
StarCraft 2
• practicex 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2249
League of Legends
• Lourlo956
• Jankos454
• Stunt359
Other Games
• Shiphtur590
Upcoming Events
OSC
5h 37m
WardiTV Weekly
1d 4h
PiGosaur Cup
1d 17h
Kung Fu Cup
2 days
The PondCast
3 days
Online Event
4 days
Korean StarCraft League
4 days
Afreeca Starleague
4 days
Rush vs Soulkey
CranKy Ducklings
5 days
BSL Open Qualifier
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Acropolis #5 - GSB
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.