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Some Thoughts on Supply Drop - Page 8

Forum Index > SC2 General
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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....
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