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I'm not the greatest player, so my thinking might be completely off here, but...
With regard to macro mechanics, it seems like Supply Drop (If you can call Supply Drop a macro mechanic, I would) seems to be really undervalued. Part of the reason is obvious -- Scan is an old favorite with a myriad of uses and MULES are useful as well, but I can't help but feel there's something to Supply Drop that a lot of people are missing.
Consider a hypothetical scenario that happens all the time in many games featuring a Terran player; You have 50 or more energy on your Orbital Command and have no immediate need to scan. You're also close to being supply capped, and it's time to build a new depot. You can either: 1) Call down a MULE (Which mines about 300 minerals during it's lifetime, right?), have it and your SCVs mine 100 minerals and build a new supply depot. If you do this, total income = (300 - 100) = 200 + whatever your SCVs mine. Of course, you don't actually get any more resources than you would have without MULE -- the amount in the mineral fields remains constant, regardless of how fast you drain it. 2) Use supply drop. Your income remains unchanged, but you now have 100 minerals that you would have spent on supply to spend on something else. Furthermore, unlike MULE which is a benefit with a drawback (faster mining = being mined out faster), the 100 minerals that you "gain" from supply drop are pretty much permanent (unless the target depot is destroyed, obviously). A 2-base terran who's mined out on all his bases who used supply drop will have 100 x (times supply drop used) more minerals worth of stuff compared to one who used MULE.
Still, even on paper, it seems like option 1 is a no-brainer, right? You get 200 minerals you wouldn't have had before, and I grant that in many cases you could find many uses for those more immediate 200 minerals, including make more CCs/workers to expo with, or units to help secure more expos. But that can't last forever, and from what I've noticed other races are far better at expanding than Terran is. By the time you reach that point, though, you're pretty much done making supply depots...
I guess what I'm getting at is I'm questioning if Supply Drop is really quite as bad as people make it out to be in the long run. Can someone smarter than me shed some light on this? Am I totally misguided here?
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Most people are more concerned with the short term and just survivng and/or killing their opponent instead of trying to win the resource battle when the entire map is mined out.
I don't think its AWFUL but i certainly think the extra units sooner you would get from the mule is more helpful, it will allow you to take more bases and stop the enemy from doing the same.
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Supply drop probably wouldn't be that bad if you had 3 CC's to give you 24 free supply. In general, it's an obvious third to MULE and scan.
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Supply Drop is great when you screw up and hear that dreaded warning about needing more supply though :p
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10387 Posts
I'm sure Supply Drop will be figured into some elaborate 2-base all-in play sometime into the future
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i never really do supply drop unless i have excess energy with any of my CC's (which is a bad sign in and of itself because that means i'm not macroing well enough)
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On March 27 2010 12:49 Tinithor wrote: Most people are more concerned with the short term and just survivng and/or killing their opponent instead of trying to win the resource battle when the entire map is mined out.
I don't think its AWFUL but i certainly think the extra units sooner you would get from the mule is more helpful, it will allow you to take more bases and stop the enemy from doing the same.
I suppose everyone hopes for a fast conclusion to a game, and the goal of StarCraft is to win, not be efficient. I understand what you've said is the prevailing feeling on the matter, but I just can't shake the feeling that there's more to it than that.
On March 27 2010 12:51 A3iL3r0n wrote: Supply drop probably wouldn't be that bad if you had 3 CC's to give you 24 free supply. In general, it's an obvious third to MULE and scan.
I'm not sure I understand. In what situation would I need to build three supply depots at once? And if I did for whatever reason, wouldn't a single orbital command with energy saved up serve me just as well?
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
Of course, but that can't be it's only use. If it was, it would be nothing more than a crutch for bad players, and at high level play it really would be as bad as it's portrayed on the forums. 
On March 27 2010 12:56 ArvickHero wrote: I'm sure Supply Drop will be figured into some elaborate 2-base all-in play sometime into the future
So the potential is there, right? I'm not crazy?
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Don't you also have to factor in the the minerals your supply depot SCV misses out on when he's building it? Granted its probably like 50 minerals but it's still something. MULE and Scan are still better I think and I'm guessing supply drop is only there for those "oh shit" moments.
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Even for like... a timing attack i feel like the extra minerals a mule brings in would be better for getting out more units FAST than the supply drop. I really don't see its uses in high level play (great for new players tho really, cause they already have trouble spending the minerals they have)
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On March 27 2010 13:10 Annihilator_ wrote: Don't you also have to factor in the the minerals your supply depot SCV misses out on when he's building it? Granted its probably like 50 minerals but it's still something.
Oh shit, I had completely forgotten about that. And you're right, it's minor but it's still something, as as SC2 becomes more and more "figured out", small things like that will matter more and more.
It would be pretty difficult to figure out the exact amount lost, though, and would depend on a number of factors like distance from mineral field to depot location, etc...
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On March 27 2010 13:13 Tinithor wrote: Even for like... a timing attack i feel like the extra minerals a mule brings in would be better for getting out more units FAST than the supply drop. I really don't see its uses in high level play (great for new players tho really, cause they already have trouble spending the minerals they have)
I guess it's because, contrary to popular opinion, I firmly believe that Blizzard is not dumbing down StarCraft in SC2, and this is making me look for possible high-level applications of Supply Drop. Maybe I'm wrong, and they don't exist, although I'd really like to believe otherwise.
Assuming you're right, and Supply Drop is only useful in lower-level play, what changes could potentially "fix" this? (I'm also loath to ask this since I believe that there isn't a big need for lots of drastic balance changes...)
Perhaps if MULES were changed so they couldn't mine from already-saturated minerals? That would be a sizable nerf to MULES, but they would still remain useful for getting immediate income out of newly-established expansions (Particularly the juicy gold mineral expos, where MULES are being called down when possible anyway), and at the same time it would free up Orbital Command energy for Scan and eventually Supply Drop? Of course such a change would affect the entire Terran race taken as a whole, and not just the energy tension of the Orbital Command...
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On March 27 2010 13:26 ComradeDover wrote:Show nested quote +On March 27 2010 13:13 Tinithor wrote: Even for like... a timing attack i feel like the extra minerals a mule brings in would be better for getting out more units FAST than the supply drop. I really don't see its uses in high level play (great for new players tho really, cause they already have trouble spending the minerals they have) I guess it's because, contrary to popular opinion, I firmly believe that Blizzard is not dumbing down StarCraft in SC2, and this is making me look for possible high-level applications of Supply Drop. Maybe I'm wrong, and they don't exist, although I'd really like to believe otherwise. . they are dumbing it down, auto mine, auto split, mbs, smart casting, auto surround etc etc. But that's not the point, supply drop really would be only useful for bad players, though that's a pretty large application right there isnt it. MULE and scan are just better in every way, supply drop can't ever be used in some high level way except for maybe some all in build where this gives you extra supply really fast...even then im sure a MULE would give you the same thing if you just build a supply depot with the resources you get on top of everything else.
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On March 27 2010 13:26 ComradeDover wrote: I guess it's because, contrary to popular opinion, I firmly believe that Blizzard is not dumbing down StarCraft in SC2, and this is making me look for possible high-level applications of Supply Drop. Maybe I'm wrong, and they don't exist, although I'd really like to believe otherwise. .
Agreed, and I think you're on the right track. Here's another way to look at it for other people. Every other ability, unit, and building has a purpose in this game. Nothing is designed to be a crutch for low level or incompetent players. Following this logic, why do you automatically assume that Supply Depot is? I mean, that may be the case, I'm certainly not the voice of authority here, but it doesn't follow the trend of the game. I just can't see a team of developers, especially Blizzard, spending half a decade on a game and just deciding that one of the race's core abilities is for inept or forgetful players when the others are not.
I feel like there's something more to it too, I just haven't put much thought into yet as I'm learning all the other mechanics of the game still.
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I'm sure we'll find uses for supply drop eventually, but builds will have to get a little more sophisticated first. Its main advantage over mule is of course that you get the 100 minerals instantly (or rather, you don't have to spend the 100 minerals) which could be extremely important for some tight build orders.
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The thing is you can't really prepare to be mined out and even if you are mined out there are probably other bases on the map that aren't mined out. You can't really develop a strategy to bring every single game to 100% mined out maps.(If you can by all means go for that!) Any games where you are using supply drop instead of MULE that don't go to the mined out stage, a mule would've been a better use of energy.(aside from a few scenarios)
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On March 27 2010 13:10 Annihilator_ wrote: Don't you also have to factor in the the minerals your supply depot SCV misses out on when he's building it? Granted its probably like 50 minerals but it's still something. MULE and Scan are still better I think and I'm guessing supply drop is only there for those "oh shit" moments. Compare: take SCV off mining spend 100 minerals up front start building supply depot wait 30 seconds (loss of ~50 minerals, possibility of a probe picking off your builder) increase supply by 8
So there's a starting cost of 100, and an ongoing cost of ~50. More importantly, you don't get your supply until 30 seconds
Or: calldown supplies increase supply by 8
This doesn't pay as much as getting a mule, but it pays off before you use it. By the time you use it, you've already had an extra 150 minerals to spend as a result, 100 minerals can be spent 30 seconds before your calldown, and 50 additional minerals are gathered in the time between your decision not to build a supply depot, and the calldown.
The mule does pay off better, giving 240-270 minerals, but they come in minutes later. You've waited 2 minutes and lost 170-220 minerals out of your base's reserve, to get 70-120 more minerals.
The mule is more of a mid-term investment, while the supply calldown is better in both the short term (faster payoff) and the long term (your profit does not come at the expense of mining out sooner).
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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.
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As of now, Supply Drop seems to be useful only when you mess up and are about to be capped on supply.
I'm sure in the future however, people will start using supply drop to save money for a quick rush tactic. Save the 100 minerals for a new production building or upgrades. Mule is great and all, but if the the 300 minerals come over 90 seconds and a quick 100 mineral boost maybe all you need. Maybe fast tech to banshees? =P
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On March 27 2010 13:37 RatherGood wrote:Show nested quote +On March 27 2010 13:26 ComradeDover wrote: I guess it's because, contrary to popular opinion, I firmly believe that Blizzard is not dumbing down StarCraft in SC2, and this is making me look for possible high-level applications of Supply Drop. Maybe I'm wrong, and they don't exist, although I'd really like to believe otherwise. . Agreed, and I think you're on the right track. Here's another way to look at it for other people. Every other ability, unit, and building has a purpose in this game. Nothing is designed to be a crutch for low level or incompetent players. Following this logic, why do you automatically assume that Supply Depot is? I mean, that may be the case, I'm certainly not the voice of authority here, but it doesn't follow the trend of the game. I just can't see a team of developers, especially Blizzard, spending half a decade on a game and just deciding that one of the race's core abilities is for inept or forgetful players when the others are not. I feel like there's something more to it too, I just haven't put much thought into yet as I'm learning all the other mechanics of the game still.
Look, if you have any ideas then i'd be glad to listen to them, but really the ONLY time i can see it would be better is when the entire map is mined out or very close to it, and very few games ever reach this stage.
I guess it could also be usefull to like... recover from supply depot snipes faster (on your front door or from a drop or whatever), but to build a strategy around them doesn't help at ALL in the short term (cause mules will get your more money and stuff faster). Its not good for timing attacks like i said cause the mule gets more units out, perhaps if you INSIST on going all in on one base you could potentially eek out a handful more units by the end, but that just gives the enemy more time to prepare for it and fend you off.
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I used supply drop several times when i got rushed or dropped on in main and one of my supply depots fell, making me unable to produce units to fend off the attack, it was quite effective. This extra wave of units can really decide the game sometimes, especialy since depots are often used for wall-in's and as Dimaga showed recently are quick to fall.
But it only applies in emergency situations. They could be somewheat viable if it costed 25energy
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I wouldn't be surprised if they changed the way the supply drop works in one of the SC2 expansions. Like it could target a supply depot, or bunkers, or turrets, and gives some sort of upgrade to it depending. Then there could be a research upgrade for any structure that has been "supply dropped" will get "x" ability / effect.
Just don't forget, SC2 will have 2 expansions, so supply drop might only become a good mechanic later on.
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On March 27 2010 13:36 Divinek wrote: they are dumbing it down, auto mine, auto split, mbs, smart casting, auto surround etc etc. So people with non-korean hands are stupid? I fail to see how physical limitations make someone 'dumber' than a BW vet with 300 APM.
A better interface isn't dumb, it's smarter. The only valid point you have there is the smart casting. Auto surround existed in BW, the AI just wasn't as good. The others are just sensible improvements.
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Supply drops arent bad, but mules are just flat out worth more unless you need supply immediately to continue producing units.
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IMO the supply drop is highly underrated. The MULE is great at getting resources fast (especially from a high-yield), but as already stated it mines you out faster too. Now its the same thing if "your resources" are in the bank or in the mineral patch, but paying for the supply depot actually reduces the amount of troops you can build with your total resources and many times people are at 1000+ minerals and supply locked (usually when they add a lot of barracks / reactors and start pumping stuff heavily) and still go through the usual "MULE + build supply depot" mechanic.
The MULE may also deceive people regarding the state of their own economy and after the "high" of having 3-4 MULEs mine for a few seconds there is the definete "low" of "not enough minerals" that will follow. This will probably be a problem for the not-so-great macro players who tend to use MULEs irregularly. This deception might make you forget to expand and especially the "super influx" from a high yield expo - which is mined out a lot faster too - might cause this fluctuation in income.
Most people say (MULE Mantra): "A MULE earns you 300 minerals!"
I would think it should be adapted to: "A MULE earns you almost 300 / 450 minerals and costs you two Marines or a Marauder and SCV build / mine time!"
The supply drop is great - when your economy is thriving anyways and you dont really need the MULE for instant gain, - when you need extra supply FAST ... after losing some depots due to an attack and you are desperate to rebuild troops, - when your space is limited, - when you have enough minerals to produce units anyways, - when your minerals in the patches are running low and you will have a hard time expanding, - ... So it is a situational good thing and not a "clear third choice to be ignored" ... as it seems to be the case for many players who are stuck in the "MULE Mantra".
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Comparative timelines:
Supply Depot + Calldown: MULE 0 sec (-100 minerals + 0 supply) take SCV out of mining line, start building (100 minerals spent) 30 sec (-150 minerals + 8 supply) Calldown: MULE, return SCV to mining line (50 mineral gathering missed) ~80 sec ( 0 minerals + 8 supply) breakeven (150 minerals gathered by MULE) 120 sec (+120 minerals + 8 supply) MULE expires (120 more minerals gathered by MULE)
Calldown: Supplies 0 sec (0 minerals + 0 supply) do nothing 30 sec (0 minerals + 8 supply) Calldown: Supplies ... 120 sec (0 minerals + 8 supply)
When you choose MULE over supplies, it takes about 80 seconds to recover your lost minerals, and another 40 seconds to get your extra 120, so it is an investment that takes time to mature. This is ignoring some fine details that could skew it a few seconds one way or the other and assuming you need the supplies just then.
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it is useful, however, i only use it when i find myself in need of units badly and 4got to make a depot ahead of time. at that time, using supply drop CAN be a life saver.
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I'm glad this thread is getting some real discussion. It was looking rather pitiful as I left class and went home.
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There's two things I personally use Supply Drop for, I do think your idea's on using it earlier in the game are interesting. However it seems to me that early you want Scan for recon/detection mid-game you will have at minimum two bases, and MULE's can help you get a strong eco advantage on your opponent.
At non-specific times in mid-game I find myself using Supply Drop when I have a surplus of minerals already from previous MULE use, and want to expand my army quickly. But I digress, the two uses I usually think of are as follows:
1. If you used SD early game you could effectively negate the supply from your wall depots. In other words, you have 3 wall depots, and you build your fourth depot at a relatively safe location in your base. Once its done you use SD on it and build your fifth depot and subsequently SD it. At this point your opponent attacks you, you hold off the attack but lose a wall depot (or two). If you did not SD your fourth and fifth depots you potentially could have to build more supply depots, either that or be to close to the cap to properly macro. By using SD on the other hand you can easily rebuild your wall depots, and continue production.
2. Once a game reaches the late-game phase, and you have 3 or 4 bases with 2 or 3 Orbital Commands (or four if a Fortress isn't applicable) and your supply cap is maxed out you can use Supply Drop to:
i. Conserve the minerals from the last remaining expansion by not wasting money on building Supply Depots in the event that one of your outlying bases gets destroyed.
Also in late game on smaller maps you can:
i. Use Supply Drop to go from 140 or so pop to max, as soon as your high-tech production/eco is ready - thus getting an army faster
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On March 27 2010 12:42 ComradeDover wrote: I'm not the greatest player, so my thinking might be completely off here, but...
With regard to macro mechanics, it seems like Supply Drop (If you can call Supply Drop a macro mechanic, I would) seems to be really undervalued. Part of the reason is obvious -- Scan is an old favorite with a myriad of uses and MULES are useful as well, but I can't help but feel there's something to Supply Drop that a lot of people are missing.
Consider a hypothetical scenario that happens all the time in many games featuring a Terran player; You have 50 or more energy on your Orbital Command and have no immediate need to scan. You're also close to being supply capped, and it's time to build a new depot. You can either: 1) Call down a MULE (Which mines about 300 minerals during it's lifetime, right?), have it and your SCVs mine 100 minerals and build a new supply depot. If you do this, total income = (300 - 100) = 200 + whatever your SCVs mine. Of course, you don't actually get any more resources than you would have without MULE -- the amount in the mineral fields remains constant, regardless of how fast you drain it. 2) Use supply drop. Your income remains unchanged, but you now have 100 minerals that you would have spent on supply to spend on something else. Furthermore, unlike MULE which is a benefit with a drawback (faster mining = being mined out faster), the 100 minerals that you "gain" from supply drop are pretty much permanent (unless the target depot is destroyed, obviously). A 2-base terran who's mined out on all his bases who used supply drop will have 100 x (times supply drop used) more minerals worth of stuff compared to one who used MULE.
Still, even on paper, it seems like option 1 is a no-brainer, right? You get 200 minerals you wouldn't have had before, and I grant that in many cases you could find many uses for those more immediate 200 minerals, including make more CCs/workers to expo with, or units to help secure more expos. But that can't last forever, and from what I've noticed other races are far better at expanding than Terran is. By the time you reach that point, though, you're pretty much done making supply depots...
I guess what I'm getting at is I'm questioning if Supply Drop is really quite as bad as people make it out to be in the long run. Can someone smarter than me shed some light on this? Am I totally misguided here?
Certainly near the start of the game, MULE is awesome because you really want money NOW. If it's useful at all, I'd say supply drop would be used later on, where the "create 100 minerals from nowhere" benefit outweighs the "give me less money in the next 30 seconds" drawback. But yeah, depending on the game I can definitely see supply drop being useful in later game play.
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On March 27 2010 14:15 SichuanPanda wrote: But I digress, the two uses I usually think of are as follows:
1. If you used SD early game you could effectively negate the supply from your wall depots. In other words, you have 3 wall depots, and you build your fourth depot at a relatively safe location in your base. Once its done you use SD on it and build your fifth depot and subsequently SD it. At this point your opponent attacks you, you hold off the attack but lose a wall depot (or two). If you did not SD your fourth and fifth depots you potentially could have to build more supply depots, either that or be to close to the cap to properly macro. By using SD on the other hand you can easily rebuild your wall depots, and continue production.
2. Once a game reaches the late-game phase, and you have 3 or 4 bases with 2 or 3 Orbital Commands (or four if a Fortress isn't applicable) and your supply cap is maxed out you can use Supply Drop to:
i. Conserve the minerals from the last remaining expansion by not wasting money on building Supply Depots in the event that one of your outlying bases gets destroyed.
Also in late game on smaller maps you can:
i. Use Supply Drop to go from 140 or so pop to max, as soon as your high-tech production/eco is ready - thus getting an army faster
This is very true, and something I had completely overlooked. I often find my wall depots get destroyed, in some cases even if I lower them to tempt the attacker to ignore them and let him through. Rather than take even more SCVs off mining to rebuild or compensate for what are pretty much doomed depots.
On March 27 2010 14:20 blipster8 wrote: Certainly near the start of the game, MULE is awesome because you really want money NOW. If it's useful at all, I'd say supply drop would be used later on, where the "create 100 minerals from nowhere" benefit outweighs the "give me less money in the next 30 seconds" drawback. But yeah, depending on the game I can definitely see supply drop being useful in later game play.
If Funchuck's timelines are to be believed (And they seem fairly accurate), the exact opposite would be true (Assuming you have a depot to build), and MULE is an investment that requires time to reap the benefits. If you don't have a depot to build, then the choice is obvious...
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Maybe once your up to around 140 supply on around 2 or 3 bases it might be worth it to switch MULES to Supply depots to sustain your bases a little bit longer.
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I just realized, this means that the Orbital Command pays for itself immediately. If you need a supply depot, and you start upgrading OC, then calldown supply, you'll have recovered the cost of building it as soon as it's built, since you won't have spent 100 minerals on a supply depot, and you will have mined ~50 more minerals than if an SCV had been sent on the chore.
The MULE does pay for the Orbital Command quickly, but with the supply calldown, it's instant.
It does cost you the opportunity to build 2 SCVs, but these would cost an additional 100 minerals and are less valuable for economic purposes than the OC.
So if you're having trouble fitting the cost of an OC into your tight build order, you might want to use supply drop as your first OC spell.
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On paper it certainly looks like supply drop is less useful than MULEs or scanner.
But for those of us with less than perfect macro who supply block ourselves now and then when we REALLY NEED TO BUILD STUFF TO HOLD OFF THAT PUSH!!! it's quite useful, lol.
In a perfect game, ideally you'd never have to use it. However, it's a great way to recover from a supply block very quickly.
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On March 27 2010 13:54 0neder wrote:Show nested quote +On March 27 2010 13:36 Divinek wrote: they are dumbing it down, auto mine, auto split, mbs, smart casting, auto surround etc etc. So people with non-korean hands are stupid? I fail to see how physical limitations make someone 'dumber' than a BW vet with 300 APM. A better interface isn't dumb, it's smarter. The only valid point you have there is the smart casting. Auto surround existed in BW, the AI just wasn't as good. The others are just sensible improvements.
I think making things easier makes them more friendly to the mentally challenged if you have any experience with that sorta thing, but i wasn't actually making an intelligence comparison.
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.
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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.
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It's rarely used because good players can build depots on time and figure having instant vision of anywhere on the map or a super scv is alot better.
i can't see why it would be a mistake to use them so rarely because, why should they be used over those two other awesome abilities? There would really need to be concrete implementations of it over theory crafting
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On March 27 2010 14:52 Divinek wrote: It's rarely used because good players can build depots on time and figure having instant vision of anywhere on the map or a super scv is alot better.
i can't see why it would be a mistake to use them so rarely because, why should they be used over those two other awesome abilities? There would really need to be concrete implementations of it over theory crafting
I guess your underlying assumption is that we've figured out SC2 already, and I think that kind of thinking is flawed and counterproductive so early in the game's lifespan, especially since it hasn't actually launched yet.
Funchucks has posted some concrete implications of it so far. Is anyone willing to test them?
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I know that to be 100% efficient you would use calldown supply because it's value for free. But ideal efficiency isn't always practical efficiency.
For example, two players begin a game A begins with 7 patches and start with 1000 minerals B begins with 8 patches and start with 0 minerals
Obviously it would be better ot begin as A because having the money NOW lets you use it for quicker development. Sure, the extra patch is worth 1500 and 500 more, so B would be better off in the long run, but A would dominate early game. The faster development would let him probably secure another expansion = more money. A can FE. Or, he can take map control with macro which will allow him to take expansions. Or, he can tech faster.
This is an exaggerated example, but one that shows why having faster money albeit lesser overall might be more beneficial than having more money at a slower pace.
I would say it's a mistake to use it early on, because supply is not as valuable in the early game where unit production rate is low. It might be more beneficial later in the game when 1. unit production rate is higher and 2. Overall income is higher so 270 income is relatively small.
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I think the problem with the OP is that you're playing in a vaccum. Your argument does close the gap between scan/supply/mule, but what you're saying really only seems to apply if you intend to be mined out.
To make an extreme example, If you told me I could mine 3x faster on a field that had 3x less minerals, I would surely choose the faster field, because it allows me to do what I need to do. Get an army large enough to either win outright or expand via map control.
You don't need a full mineral patch most times, and the return you get on the supply drop hardly seems worth it.
EDIT: haha ninja'd by nujgnoy.
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On March 27 2010 14:41 ComradeDover wrote:Show nested quote +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).
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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.
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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
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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)
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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.
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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.
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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
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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.
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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
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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.
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The only time I find myself using supply drop is when I have 3 orbital commands.. and that's very rarely.
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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.
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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
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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?
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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.
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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?
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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.
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as long as there are no "TvT'ish" matchups in the game, supply drop is a terrible choise .
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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.
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United States47024 Posts
On March 27 2010 15:04 nujgnoy wrote: I know that to be 100% efficient you would use calldown supply because it's value for free. But ideal efficiency isn't always practical efficiency.
For example, two players begin a game A begins with 7 patches and start with 1000 minerals B begins with 8 patches and start with 0 minerals
Obviously it would be better ot begin as A because having the money NOW lets you use it for quicker development. Sure, the extra patch is worth 1500 and 500 more, so B would be better off in the long run, but A would dominate early game. The faster development would let him probably secure another expansion = more money. A can FE. Or, he can take map control with macro which will allow him to take expansions. Or, he can tech faster.
This is an exaggerated example, but one that shows why having faster money albeit lesser overall might be more beneficial than having more money at a slower pace.
I would say it's a mistake to use it early on, because supply is not as valuable in the early game where unit production rate is low. It might be more beneficial later in the game when 1. unit production rate is higher and 2. Overall income is higher so 270 income is relatively small. This is basically how it works out.
Assuming two players are both good enough to hit all their depots on time, supply drop's benefit only kicks in when you can't use the extra resources to create superior economy. Practically speaking, this only happens in 2 cases: 1) The map is mined out. This happens in extremely rare cases. Planning your early/mid-game decisions sacrificing immediate economy for this situation is not a good idea.
2) Your opponent has the army advantage and map control--something like supply drop which takes so long to pan out its advantage doesn't help you. You need immediate resources to win a battle and fight your way back into the game before your opponent's advantage becomes insurmountable.
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no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
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On March 27 2010 17:57 Tinithor wrote: 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.
Because if you supply drop, the benefits kick in immediately, and last forever. You get your free supply depot right then and there, which means you're not taking an SCV off minerals to build it and not spending 100 minerals. Those are 100 minerals you have at the instant you make the decision to use supply drop. Those immediate 100 minerals can immediately be put to use buying marines or hellions or upgrades or whatever.
On the other hand, the MULE gives you more minerals over time, and eventually stops working and has to be-cast to be sustained. The 240-300 minerals you'll get during the 120 second lifespan of the MULE can't be put to use immediately on casting. It's an investment that needs time to pay off.
On March 27 2010 18:04 TheYango wrote: 2) Your opponent has the army advantage and map control--something like supply drop which takes so long to pan out its advantage doesn't help you. You need immediate resources to win a battle and fight your way back into the game before your opponent's advantage becomes insurmountable.
That's part of what's been discussed in the thread so far. Supply drop = immediate 100 minerals, MULE = more than 100 minerals over the next 2 minutes. I'm sure there are several points where 100 minerals now are better than 300 minerals eventually, especially since MULE isn't giving you anything you won't get at one point or another. The thing is, it also has to coincide with a time you would be normally be building a supply depot at to gain this benefit.
On March 27 2010 18:04 avilo wrote: no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
What the fuck?
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People can theorycraft all they want about how "so and so gives you long term benefit" but what gives you econ the fastest is what wins you games. The mule is always 100% the better choice over a supply drop.
but as mentioned, I suppose in desperate desperate situations if you somehow lost depots it MIGHT be worthwhile to use the supply drop to quickly get back into production. But those cases are like 1%, as if you get in that situation you've already stabilized...and you can make back the cash for depots anyways. Unless you're mined outl ol.
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On March 27 2010 18:18 ComradeDover wrote:Show nested quote +On March 27 2010 17:57 Tinithor wrote: 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. Because if you supply drop, the benefits kick in immediately, and last forever. You get your free supply depot right then and there, which means you're not taking an SCV off minerals to build it and not spending 100 minerals. Those are 100 minerals you have at the instant you make the decision to use supply drop. Those immediate 100 minerals can immediately be put to use buying marines or hellions or upgrades or whatever. On the other hand, the MULE gives you more minerals over time, and eventually stops working and has to be-cast to be sustained. The 240-300 minerals you'll get during the 120 second lifespan of the MULE can't be put to use immediately on casting. It's an investment that needs time to pay off. Show nested quote +On March 27 2010 18:04 TheYango wrote: 2) Your opponent has the army advantage and map control--something like supply drop which takes so long to pan out its advantage doesn't help you. You need immediate resources to win a battle and fight your way back into the game before your opponent's advantage becomes insurmountable. That's part of what's been discussed in the thread so far. Supply drop = immediate 100 minerals, MULE = more than 100 minerals over the next 2 minutes. I'm sure there are several points where 100 minerals now are better than 300 minerals eventually, especially since MULE isn't giving you anything you won't get at one point or another. The thing is, it also has to coincide with a time you would be normally be building a supply depot at to gain this benefit. Show nested quote +On March 27 2010 18:04 avilo wrote: no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
What the fuck?
AGAIN, the more money from mules over time will be more usefull 99% of the time even for timing pushes EXCEPT for right before you are about to attack to crank out those last few units.
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United States47024 Posts
On March 27 2010 18:18 ComradeDover wrote: That's part of what's been discussed in the thread so far. Supply drop = immediate 100 minerals, MULE = more than 100 minerals over the next 2 minutes. I'm sure there are several points where 100 minerals now are better than 300 minerals eventually, especially since MULE isn't giving you anything you won't get at one point or another. The thing is, it also has to coincide with a time you would be normally be building a supply depot at to gain this benefit. Conversely, supply drop isn't an immediate 100 minerals. It's 100 minerals the next time you would need to start a depot, which in practice works out to being up to 30 seconds later. In that time, the MULE will have mined anywhere between nothing at all and 90 minerals.
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I'll say I feel pressured as a Terran into using MULES because I know the Zerg and Toss can both choose to macro up their probes / drones. More workers are better than MULES too.
The MULE advantage gave rise to spending and supporting a 2 rax reactor or 3 rax push early game putting those extra minerals to use, but now reactor timings is nerfed so you get a few less marines out.
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On March 27 2010 18:18 ComradeDover wrote:Show nested quote +On March 27 2010 18:04 avilo wrote: no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
What the fuck?
Well, he's right... as it is now you'd be a fool to use supply drop in any normal circumstances. This junk about benefits when you're mined out isn't worth serious discussion. Even ignoring the rarity of that situation the army superiority from getting those minerals earlier gives you a better EV than supply dropping.
Unless it enables some sort of amazing timing push (and until you can demonstrate clearly to us that one exists there is no reason to think so) the ability is scrub bait, trash, pure and simple.
tbh I don't know why this thread is still even open.
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On March 27 2010 18:39 Tinithor wrote: AGAIN, the more money from mules over time will be more usefull 99% of the time even for timing pushes EXCEPT for right before you are about to attack to crank out those last few units.
It takes more than ONE MINUTE for the mule to mine until you're even to a SD. Which means, after ONE MINUTE you actually make profit off your mule. Now tell me one freaking minute isnt much in a timing attack.
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On March 27 2010 18:18 ComradeDover wrote:Show nested quote +On March 27 2010 18:04 TheYango wrote: 2) Your opponent has the army advantage and map control--something like supply drop which takes so long to pan out its advantage doesn't help you. You need immediate resources to win a battle and fight your way back into the game before your opponent's advantage becomes insurmountable. That's part of what's been discussed in the thread so far. Supply drop = immediate 100 minerals, MULE = more than 100 minerals over the next 2 minutes. I'm sure there are several points where 100 minerals now are better than 300 minerals eventually, especially since MULE isn't giving you anything you won't get at one point or another. The thing is, it also has to coincide with a time you would be normally be building a supply depot at to gain this benefit.
Supply drop is not really "100 immediate minerals" but rather not needing to pay for supply. So it might be feasible right at the start to call down supply on the first depot and build a barracks faster instead. Sure the Mule is a good choice as well, but the speed gain from being able to increase supply AND added production facilities might be worth it. It just needs someone to make it work.
On March 27 2010 18:18 ComradeDover wrote:Show nested quote +On March 27 2010 18:04 avilo wrote: no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
What the fuck? My thoughts exactly, but if he chooses to ignore possible options it is his problem. No one wants to use supply drop on all the depots all the time, but refusing to think about ways to make it work is just as bad.
On March 27 2010 18:52 USn wrote: tbh I don't know why this thread is still even open. See above. Keep an open mind and try crazy things ...
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I guess I didn't make myself clear.
Supply drop = 2 seconds -50 energy Supply depot = 30 seconds -100 money. Mule = 90 seconds, -50 energy, +270 money, -30 money from scv that could be mining
Situations with 50 energy in the command center Situation 1: Mule drop 0:00 - Supply depot start building (-100 net mineral) (23/26supply) 0:00 - Mule drop 0:30 - Supply depot finish building (26/34supply), [Mule for 30 seconds - scv building 30 seconds]= (-40 net mineral) 0:43 - Mule 43 seconds (0 net mineral) 1:00 - Mule 60 seconds (50 net mineral) 1:30 - Mule 90 seconds (140 net mineral)
Situation 2: Supply drop 0:00 - Nothing happening (23/26 supply) 0:28 - Supply drop (26/26) 0:30 - Supply drop complete (26/34 supply) 1:00 - Nothing 1:30 - Nothing
After 1 minute 30 seconds, mule build gains 140 more mineral. BUT for about 43 seconds, the supply drop has the mineral advantage. I refuse to believe that there is no use in that 43 seconds of mineral advantage. Building an extra CC in that time is just an example that would be beneficial. 43 seconds means you get a 2nd orbital command 43 seconds earlier, have 2 SCV advantage for the entire game. I'm not going to do anymore number crunching but I hope this gives a bit of insight into why I think it's not a completely lost ability in anything above copper.
A somewhat more minor point is that since you only need to drop the supply when you get capped at 26, you get an extra 28 seconds to ponder if that energy might be better used for a scan.
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On March 27 2010 19:18 MeruFM wrote: I guess I didn't make myself clear.
Supply drop = 2 seconds -50 energy Supply depot = 30 seconds -100 money. Mule = 90 seconds, -50 energy, +270 money, -30 money from scv that could be mining
Situations with 50 energy in the command center Situation 1: Mule drop 0:00 - Supply depot start building (-100 net mineral) (23/26supply) 0:00 - Mule drop 0:30 - Supply depot finish building (26/34supply), [Mule for 30 seconds - scv building 30 seconds]= (-40 net mineral) 0:43 - Mule 43 seconds (0 net mineral) 1:00 - Mule 60 seconds (50 net mineral) 1:30 - Mule 90 seconds (140 net mineral)
Situation 2: Supply drop 0:00 - Nothing happening (23/26 supply) 0:28 - Supply drop (26/26) 0:30 - Supply drop complete (26/34 supply) 1:00 - Nothing 1:30 - Nothing
After 1 minute 30 seconds, mule build gains 140 more mineral. BUT for about 43 seconds, the supply drop has the mineral advantage. I refuse to believe that there is no use in that 43 seconds of mineral advantage. Building an extra CC in that time is just an example that would be beneficial. 43 seconds means you get a 2nd orbital command 43 seconds earlier, have 2 SCV advantage for the entire game. I'm not going to do anymore number crunching but I hope this gives a bit of insight into why I think it's not a completely lost ability in anything above copper.
A somewhat more minor point is that since you only need to drop the supply when you get capped at 26, you get an extra 28 seconds to ponder if that energy might be better used for a scan.
but is the overall 43 seconds of advantage significant? How big of a mineral gain do you have over that time period, obviously for the latter half it's almost nothing. And negating that for an extra 140 minerals only a little bit later is ridiculous. That's like suiciding units or losing a building early, that can be game changing.
yes i see that you could get some things out faster and things like that but it seems like you'd be too vulnerable early for this to compound into an advantage later, giving up early game presence is pretty painful either way
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On March 27 2010 19:24 Divinek wrote:Show nested quote +On March 27 2010 19:18 MeruFM wrote: I guess I didn't make myself clear.
Supply drop = 2 seconds -50 energy Supply depot = 30 seconds -100 money. Mule = 90 seconds, -50 energy, +270 money, -30 money from scv that could be mining
Situations with 50 energy in the command center Situation 1: Mule drop 0:00 - Supply depot start building (-100 net mineral) (23/26supply) 0:00 - Mule drop 0:30 - Supply depot finish building (26/34supply), [Mule for 30 seconds - scv building 30 seconds]= (-40 net mineral) 0:43 - Mule 43 seconds (0 net mineral) 1:00 - Mule 60 seconds (50 net mineral) 1:30 - Mule 90 seconds (140 net mineral)
Situation 2: Supply drop 0:00 - Nothing happening (23/26 supply) 0:28 - Supply drop (26/26) 0:30 - Supply drop complete (26/34 supply) 1:00 - Nothing 1:30 - Nothing
After 1 minute 30 seconds, mule build gains 140 more mineral. BUT for about 43 seconds, the supply drop has the mineral advantage. I refuse to believe that there is no use in that 43 seconds of mineral advantage. Building an extra CC in that time is just an example that would be beneficial. 43 seconds means you get a 2nd orbital command 43 seconds earlier, have 2 SCV advantage for the entire game. I'm not going to do anymore number crunching but I hope this gives a bit of insight into why I think it's not a completely lost ability in anything above copper.
A somewhat more minor point is that since you only need to drop the supply when you get capped at 26, you get an extra 28 seconds to ponder if that energy might be better used for a scan. but is the overall 43 seconds of advantage significant? How big of a mineral gain do you have over that time period, obviously for the latter half it's almost nothing. And negating that for an extra 140 minerals only a little bit later is ridiculous. That's like suiciding units or losing a building early, that can be game changing.
If you manage to get a command center 43 seconds faster,. about 35 seconds after the mule from the 2nd command center comes out, you'll be at even money again. Plus you got 2 extra SCVs.
Edit: SCVs build in 17 seconds, so actually nearly 3 extra SCV. If you're only looking at an economic standpoint, I would say that after 43 seconds, the supply drop build is gaining 3 mineral extra per second over the mule build and that's for the entire duration until the 2nd expansion get saturated with workers again.
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It should not require Orbital Command.
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I use supply drop frequently when I have additional scouting and I don't need the minerals right away. It prevents you from ever getting supply blocked and it still is a valuable investment:
The value of supply drop is 100 minerals + the amount of minerals an SCV will mine in the time it takes to build a supply depot. So this is maybe 150 minerals?
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you guys are ony talking about the advantages of the SD and ignoring the bad side of it. imo i think the sd is a double edged sword to the terran. it is a permanent investment that cannot b removed once used. if your SD'ed depots were destroyed, you would have to build 2 more depots to cover the drop in supply. And also, do note that once the SD'ed depots are destroyed, thats essentially 50 mana lost forever in the game - mana that could allow you to gain a MULE and have an econ boost or a scan which could give u vital scouting info
its too risky to use SD as an alt to MULE at the moment, but i do foresee uses where it could potentially benefit the terran more then the other 2
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I don't think that it's wise to bank on the depo being destroyed. Just don't upgrade the one at your ramp an the likelihood of it being destroyed goes down a considerable amount. Enjoying the debate though guys, keep it up! I like hearing both sides of this!
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I think SD should double the health of the depot you dropped it on. doubles the whole ability to make wallins better and also more tempting to destroy!
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Another advantage of supply drop is that it gives its 100 minerals instantly, while mule needs time to do it. If you are going for some kind of early push strat I could see it being worth it.
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This is a great thread, and i will definantly start using SD to get buldings squished out earlier. Can't wait untill an equally interresting and calm thread comes up about how to conter mutas ZvP(trying out carriers atm )
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It's a matter of preference. This is only the 32839th thread about this >.>
I personally like the Supply Drop. I'm sure people are confused when I have 3 more Marines than I should, and when I happen to stop a timing attack because I chose the Supply rather than the MULE.
Why do people say the Supply has ZERO benefit? That's just not true; there is a benefit, and you have to choose between the 3 OC abilities. Each of them serve very different purposes, and should be used when needed (or if you work them into your build, obviously / when you feel like it)
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On March 27 2010 18:04 avilo wrote: no offense...but there is no choice. You mule, or save for scans. supply drop = you are in copper league. mule = you are in platinum league
This simply isn't always true. I almost never use the supply drop ability. But if you lose a depot or get caught missing a depot (I'm sure you're too gosu for this to happen to ofc) then it can be a really helpful ability. Like let's say you have a raven que'd but at in the red so you do a supply drop because you see a dt headed towards your base and you don't have an ebay, and scan is only a temporary deterrent.
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Whatever you do unless theres not enough minerals in the map for the mule to be useful, you're better with the mule.
The only time I can rationalize using supply drop is if you screwed up your macro and forgot a supply depot. (Or you lost em and you need to keep up your production.)
There's very few instances in which you "don't need minerals".
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For your information, an SCV will mine at most 20 minerals during the actual building time of the depot (30 game seconds), and under most circumstances another 5 in the time it takes the SCV to travel to and from the location of the depot, depending on how far away it is, of course.
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United States47024 Posts
On March 27 2010 19:17 Rabiator wrote: Supply drop is not really "100 immediate minerals" but rather not needing to pay for supply. So it might be feasible right at the start to call down supply on the first depot and build a barracks faster instead. Sure the Mule is a good choice as well, but the speed gain from being able to increase supply AND added production facilities might be worth it. It just needs someone to make it work. A MULE mines 90 minerals in 30 seconds. So getting the second barracks (because you need the first one for an Orbital Command anyway) 30-40 seconds faster translates into 1 extra marine (especially with the build-time increase). You're not going to be able to turn that 1 extra marine into an advantage before the other 170 minerals of using a MULE could have turned into a bigger advantage.
On March 27 2010 19:18 MeruFM wrote: After 1 minute 30 seconds, mule build gains 140 more mineral. BUT for about 43 seconds, the supply drop has the mineral advantage. I refuse to believe that there is no use in that 43 seconds of mineral advantage. Building an extra CC in that time is just an example that would be beneficial. 43 seconds means you get a 2nd orbital command 43 seconds earlier, have 2 SCV advantage for the entire game. I'm not going to do anymore number crunching but I hope this gives a bit of insight into why I think it's not a completely lost ability in anything above copper. The thing is, in actuality there are ways that you can soften the effect of the mineral disadvantage, knowing that you'll make it back. In the case of getting an expansion up, you can cut a depot or SCV for a few seconds to start the expansion first, because you'll make back the mineral cost of delaying an SCV.
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Some of you guys are thinking in absolutes hen you haven't fully thought this through. A lot of good arguments have been made for and against it, with most of them being largely ignored with absolute, completely definitive statements that it has no use.
This game is based around timing attacks, you can't argue this point. The Supply Depot can give you a timing advantage. Therefore, unquestionably, it has uses in timing attacks. Just because you can't think of a specific timing attack to use it in doesn't make it worthless.
I really, really don't want to break its uses down into hypothetical situations because we could argue about those all day, but the point is that if you make a a really decisive, well timed attack against your opponent, the more power you can put into the attack at that particular time, the better off you will be. There are times in the game where a time advantage is more important than a gradual mineral advantage. If you can hurt the other player's economy more, their tech more, or their whatever more, would you really rather have an extra few minerals?
Think about the extra minerals in a specific period of time as an offensive tool. As Day9 said in one of his casts, it'll take the longest time before people really figure out these timing attacks in Starcraft 2. Therefore, it'll take time before people figure out how to really use Supply Depot as it gives you a timing advantage, but that's only useful if you know where the windows of opportunity are.
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On March 28 2010 07:43 RatherGood wrote: Some of you guys are thinking in absolutes hen you haven't fully thought this through. A lot of good arguments have been made for and against it, with most of them being largely ignored with absolute, completely definitive statements that it has no use.
This game is based around timing attacks, you can't argue this point. The Supply Depot can give you a timing advantage. Therefore, unquestionably, it has uses in timing attacks. Just because you can't think of a specific timing attack to use it in doesn't make it worthless.
I really, really don't want to break its uses down into hypothetical situations because we could argue about those all day, but the point is that if you make a a really decisive, well timed attack against your opponent, the more power you can put into the attack at that particular time, the better off you will be. There are times in the game where a time advantage is more important than a gradual mineral advantage. If you can hurt the other player's economy more, their tech more, or their whatever more, would you really rather have an extra few minerals?
Think about the extra minerals in a specific period of time as an offensive tool. As Day9 said in one of his casts, it'll take the longest time before people really figure out these timing attacks in Starcraft 2. Therefore, it'll take time before people figure out how to really use Supply Depot as it gives you a timing advantage, but that's only useful if you know where the windows of opportunity are. A mule mines the minerals for the depot in like 30 seconds. Like i said earlier in the thread, it will be better for timing attacks about 90% of the time except for like RIGHT before you attack in order to get 1 last round of units and thats about it.
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On March 27 2010 21:30 streamofhonour wrote: you guys are ony talking about the advantages of the SD and ignoring the bad side of it. imo i think the sd is a double edged sword to the terran. it is a permanent investment that cannot b removed once used. if your SD'ed depots were destroyed, you would have to build 2 more depots to cover the drop in supply. And also, do note that once the SD'ed depots are destroyed, thats essentially 50 mana lost forever in the game - mana that could allow you to gain a MULE and have an econ boost or a scan which could give u vital scouting info
its too risky to use SD as an alt to MULE at the moment, but i do foresee uses where it could potentially benefit the terran more then the other 2
This is like saying building a medivac is too risky because if it dies you've lost a bunch of gas, or saying building a cc to expand is too risky because if it dies you've lost 400 minerals. I don't see it as any riskier than any other choice you can make in the course of a game. If the enemy is in your base blowing up all your supply depots, chances are the mistake you made isn't "I shouldn't have used Supply Drop".
On March 27 2010 23:29 Zeke50100 wrote: It's a matter of preference. This is only the 32839th thread about t >.>
Is it? I used search before I made the thread and nothing came up for "Supply Drop"...
On March 28 2010 07:51 Tinithor wrote: A mule mines the minerals for the depot in like 30 seconds. Like i said earlier in the thread, it will be better for timing attacks about 90% of the time except for like RIGHT before you attack in order to get 1 last round of units and thats about it.
Someone in this thread number-crunched it to about 43 seconds, and that's enough time for the unit you're making with your extra 100 minerals to be finished, as opposed to just being put into the queue like it would be with MULE, and this will take even longer (80 seconds or so) if you have to pay for the supply depot you presumably want to build. Time is just as much of an important resource in SC2 as minerals and gas are.
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On March 28 2010 07:51 Tinithor wrote: A mule mines the minerals for the depot in like 30 seconds. ...and then you have to wait 30 seconds for the depot to build, and you have to take an SCV off the production line to do it.
As I previously explained, supply drop can pay off 100 minerals in savings over 30 seconds before you have the energy to use it, plus the savings of not taking an SCV off the mineral line (which I had guessed was around 50 minerals, but is probably closer to 25-30).
I made the example previously that under some circumstances, you could use the savings to build 3 extra SCVs, with 2 finished and put to work before you even have the energy to call a MULE, and gaining 3 SCVs to keep forever is generally better than 1 MULE that lasts 90 seconds.
There are obviously many circumstances where MULEs are the best choice, but if you can't see that supply drop is the best choice in other circumstances, you're just refusing to think.
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On March 28 2010 08:48 Funchucks wrote:Show nested quote +On March 28 2010 07:51 Tinithor wrote: A mule mines the minerals for the depot in like 30 seconds. ...and then you have to wait 30 seconds for the depot to build, and you have to take an SCV off the production line to do it. As I previously explained, supply drop can pay off 100 minerals in savings over 30 seconds before you have the energy to use it, plus the savings of not taking an SCV off the mineral line (which I had guessed was around 50 minerals, but is probably closer to 25-30). I made the example previously that under some circumstances, you could use the savings to build 3 extra SCVs, with 2 finished and put to work before you even have the energy to call a MULE, and gaining 3 SCVs to keep forever is generally better than 1 MULE that lasts 90 seconds. There are obviously many circumstances where MULEs are the best choice, but if you can't see that supply drop is the best choice in other circumstances, you're just refusing to think.
Like i said its useful when you lost some supply depots , forgot them , or RIGHT before you are about to timing push (cause that extra one hundred minerals will let you queue right then.
But again the mule will let you produce stuff continuously more than the depot sooo i don't see MUCH merit in it except for very few circumstances.
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United States47024 Posts
On March 28 2010 08:48 Funchucks wrote: I made the example previously that under some circumstances, you could use the savings to build 3 extra SCVs, with 2 finished and put to work before you even have the energy to call a MULE, and gaining 3 SCVs to keep forever is generally better than 1 MULE that lasts 90 seconds. Not to disagree with your overall statement, but you can't use Supply Drop to get you extra SCVs like that unless you were already cutting them or missed a depot. You don't just start units out of production buildings that didn't exist before, and generally speaking, you should be on constant SCV production anyway. You don't get 3 extra ones unless you have a CC that wasn't building things.
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On March 28 2010 08:56 Tinithor wrote:Show nested quote +On March 28 2010 08:48 Funchucks wrote:On March 28 2010 07:51 Tinithor wrote: A mule mines the minerals for the depot in like 30 seconds. ...and then you have to wait 30 seconds for the depot to build, and you have to take an SCV off the production line to do it. As I previously explained, supply drop can pay off 100 minerals in savings over 30 seconds before you have the energy to use it, plus the savings of not taking an SCV off the mineral line (which I had guessed was around 50 minerals, but is probably closer to 25-30). I made the example previously that under some circumstances, you could use the savings to build 3 extra SCVs, with 2 finished and put to work before you even have the energy to call a MULE, and gaining 3 SCVs to keep forever is generally better than 1 MULE that lasts 90 seconds. There are obviously many circumstances where MULEs are the best choice, but if you can't see that supply drop is the best choice in other circumstances, you're just refusing to think. Like i said its useful when you lost some supply depots , forgot them , or RIGHT before you are about to timing push (cause that extra one hundred minerals will let you queue right then.
I think this thread has shown there's both an immediate advantage in the form of a free 100 minerals and a long-term advantage of an extra 100 minerals worth of stuff overall over the course of the game. It seems like the time to use Supply Drop isn't just at the obvious points you mention like when you forget a depot or when you have a timing push, but rather at any point you have a supply depot to build and have a safe unupgraded supply depot available.
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Supply drop protects your Depos. Not by increasing Armor or HP but by making them a bad Target. Terrans have to expose their Depos for walling and destroying them would normally be a good deal for your opponent. If you are in the red Supply Drop is FAR better than MULE especially if it wasn´t a hit-and-run. Thats why Depos are "harrassmentproof" unlike Overlords.
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On March 28 2010 19:59 Unentschieden wrote: Supply drop protects your Depos. Not by increasing Armor or HP but by making them a bad Target. Terrans have to expose their Depos for walling and destroying them would normally be a good deal for your opponent. If you are in the red Supply Drop is FAR better than MULE especially if it wasn´t a hit-and-run. Thats why Depos are "harrassmentproof" unlike Overlords.
I'm not sure I understood this.
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He's saying that Supply Depots are a less attractive target than overlords and pylons because you can use supply drop to avoid being supply blocked. I don't know how true it is, but that's his logic.
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On March 29 2010 07:33 ninjafetus wrote: He's saying that Supply Depots are a less attractive target than overlords and pylons because you can use supply drop to avoid being supply blocked. I don't know how true it is, but that's his logic. To further clarify, it's not the depots you drop on that are protected (these are obviously more tempting targets) when you have actually dropped, it's the undropped depots, when you have the energy to drop supplies.
I don't think it's a terribly strong argument. Depot-killing is not as disruptive, but forcing your opponent to drop supply instead of calling MULEs is still big. Plus, if you want to use supply drop to quickly substitute for lost depots, you're going to spend a lot of time sitting on valuable OC energy instead of using it to gather or save minerals, which is a considerable expense in and of itself.
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Mind you, I think the best way to make a supply depot a less tempting target is to lower it and stand a thor on top of it.
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On March 29 2010 07:50 Funchucks wrote: Plus, if you want to use supply drop to quickly substitute for lost depots, you're going to spend a lot of time sitting on valuable OC energy instead of using it to gather or save minerals, which is a considerable expense in and of itself.
Depending on the matchup, it may be wise to leave energy for scan anyway. It's just a matter of using your reserves for a different purpose.
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On March 27 2010 13:36 Divinek wrote:Show nested quote +On March 27 2010 13:26 ComradeDover wrote:On March 27 2010 13:13 Tinithor wrote: Even for like... a timing attack i feel like the extra minerals a mule brings in would be better for getting out more units FAST than the supply drop. I really don't see its uses in high level play (great for new players tho really, cause they already have trouble spending the minerals they have) I guess it's because, contrary to popular opinion, I firmly believe that Blizzard is not dumbing down StarCraft in SC2, and this is making me look for possible high-level applications of Supply Drop. Maybe I'm wrong, and they don't exist, although I'd really like to believe otherwise. . they are dumbing it down, auto mine, auto split, mbs, smart casting, auto surround etc etc. But that's not the point, supply drop really would be only useful for bad players, though that's a pretty large application right there isnt it. MULE and scan are just better in every way, supply drop can't ever be used in some high level way except for maybe some all in build where this gives you extra supply really fast...even then im sure a MULE would give you the same thing if you just build a supply depot with the resources you get on top of everything else.
I'm not sure you understand wtf "Dumbing down" means.
Dumbing down is the action of "Making less complex". The things they've /added/, obviously, reduce mechanical requirements of the game. It is clearly more accessible, and I don't think anyone would do argue that. However, that in itself is not indicative of "dumbing down".
Is the game any less complex a game because of mechanical changes? In many ways, the opposite has occurred. Spells like forcefeild would have never entered use in SC1. Not to mention the range of usable units (Name one unit in the beta thats as unused as say, the scout or queen. The closest is the void ray, and we see that being used often, like in the TLO v Nazgul match) has been increased. SC2 in many ways is more complex then SC2.
Sure, SC2 is more accessible. That doesn't make it less dumbed down, or less complex a game.
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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=7 armour!) :D
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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
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I reckon someone will come up with an early pressure build that utilizes supply drops in the near future
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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.
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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.
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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.
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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)
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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
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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.
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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
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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
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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?
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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.
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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.
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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).
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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?
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What about using the supply to increase pop for an early push?
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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.
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anyone else have anything to contribute?
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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.
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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.
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they should make it give armor buff like some guy here said, that'd be cool and make it useful and give you a choice. Right now, there is no choice except mule/scan, and if there are no banshees and such around, you always mule.
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On April 06 2010 10:39 peckham33 wrote: i'm guessing 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.
lol? why are you trolling this thread
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not trying to be mean or anything of that sort. also, i was editing my post when you did your quote.
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On April 05 2010 14:35 peckham33 wrote: 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.
lol. Of course it doesn't provide with a free new supply depot. But doubling the supply on a current depot has the same effect a buying a whole new one. It's not literally what happens, but the effect is just about the same.
On April 05 2010 14:35 peckham33 wrote: 2. you need to remeber there is a campain comeing with this and that may raise SDs importance and our knolage of it.
Doubtful, but even if this is true, SD would be relegated to SP-only, and that would be a sad fate for such a great abilitiy.
On April 05 2010 14:35 peckham33 wrote: (probally missspelled it).
Just a bit.
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On April 06 2010 11:09 ComradeDover wrote:Show nested quote +On April 05 2010 14:35 peckham33 wrote: 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. lol. Of course it doesn't provide with a free new supply depot. But doubling the supply on a current depot has the same effect a buying a whole new one. It's not literally what happens, but the effect is just about the same. Show nested quote +On April 05 2010 14:35 peckham33 wrote: 2. you need to remeber there is a campain comeing with this and that may raise SDs importance and our knolage of it. Doubtful, but even if this is true, SD would be relegated to SP-only, and that would be a sad fate for such a great abilitiy. Just a bit.
what i was trying to say with the first quote you took is that the word choice some people are useing implies that they think that it builds a whole new depot at a location of choice. what i was saying about the campain is that terran is getting the first campain and this is a teran ability, so it should be in the campain. and if my memory of starcraft is correct, many of the abilities that at first seem week usually have a mission where part of it involves that ability. I ussually put a side note of some kind when i spell something as closs as my memory lets me but i think it is wrong since my computer dosen't have internet spellcheck and i don't know how to get it.
(EDIT) to keep from sidetracting to much: thanks man.
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On April 06 2010 11:57 peckham33 wrote: I ussually put a side note of some kind when i spell something as closs as my memory lets me but i think it is wrong since my computer dosen't have internet spellcheck and i don't know how to get it.
http://www.google.com/chrome
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I find it funny how so many people in this thread are unable to grasp why calldown can be better than mules in some situations.
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On April 06 2010 11:57 peckham33 wrote:I ussually put a side note of some kind when i spell something as closs as my memory lets me but i think it is wrong since my computer dosen't have internet spellcheck and i don't know how to get it.
you learn how to spell at collij.
anyways, yeah. a health or armor buff would be in order to help even out the mule to supply drop ratio of effectiveness. and there has to be something we're missing with supply drop..idk what it is yet, but there is SOMETHING! D<
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i just played a game against a computer on my freinds account and used supply drop it was acctually quite nice in the barried supply depot where i put it. thre is also the advantages of saveing space that comes up also, it seems the upgraded version is lower on the AI's list of priorities to attack so you acctually help make it last longer against the computer as well.
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"Saving space" is nice, but so is using those Supply depots in front of your expos to absorb hits.
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just currius, are there any players who have any replays of them useing this ability for something other then a "oh _______" moment? if you do, could you please post atleast a link here (the actual vidio whould be prefered).
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anyone?
also, anyone have any playing stratagies that use this intentialy?
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I think supply drop should remain as it is. It's really a great ability for noob to average Terran players, who will often both forget to use their command energy and forget to build supply depots.
In Broodwar an unskilled Terran player was at a big disadvantage compared to an unskilled Zerg player because of Terran's harder macro, this particular mechanic really helps to narrow that gap.
While it's probably not going to be used a great deal in pro games, the supply drop feature is a stroke of genius from Blizzard when it comes to balancing the game for lower level play.
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Agreed Wargizmo. Not every button needs to have "pro" use but it should have use for some level of the game. Im not going to say what blizzard intends with that ability but if its to help balance lower and higher level play then it is pretty darn smart. Ive watched streams where the terran slammed one down because they forgot and really needed to get that extra viking or tank out to keep their timed push on ...time. Was it the best use of their energy? No certainly not but it allowed them to stay within the timing window they had planned.
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ya, the main think this thread was made for was to try and find uses other then the "oh ___" monents like you metioned. so far, that is where it is mostly used.
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The ability gives you something free where normally you would have to pay for it. I refuse to accept that the only use for supply drop is as a crutch for nublets.
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I don't know about it's implications as a tactic in 1v1s, but I just got off a solid night of gaming with a friend. I made great use of supply drop during timing attacks and to gain the edge in unit composition over other armies by dropping the ability rather than a MULE after a little bit (maybe dropping one or two MULEs, and then saving for supply drops so I could easily out-mass the opponents armies). One game it actually saved me, where as having an extra Medivac and handful of marines decided a game-winning battle.
My own thoughts on it's use in 1v1 however, aren't very bright. As mentioned multiple times already in this thread, it seems to be a tactic that can be worked in to all-in or cheesey builds. Not that this is a bad thing, but on a professional level, I can see a lot of players specifically staying away from the ability solely because of how it can be used early game.
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On April 09 2010 12:48 ComradeDover wrote: The ability gives you something free where normally you would have to pay for it. I refuse to accept that the only use for supply drop is as a crutch for nublets.
If I'm coming in your base with an immortal drop, you know the first thing I'm going to is that browner depot. Instant supply block.
A dead mule that finished half it's mining is a much better situation to be in than instantly losing 16 supply.
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On April 09 2010 20:50 ghen wrote:Show nested quote +On April 09 2010 12:48 ComradeDover wrote: The ability gives you something free where normally you would have to pay for it. I refuse to accept that the only use for supply drop is as a crutch for nublets. If I'm coming in your base with an immortal drop, you know the first thing I'm going to is that browner depot. Instant supply block. A dead mule that finished half it's mining is a much better situation to be in than instantly losing 16 supply.
If I let you drop immortals into my base, then I deserve to be supply blocked. The optimal situation is obviouslly to get your damn warp prism out of my base and spend 300 minerals on some turrets (Which I should have anyway because I don't want your obs running free in my base)
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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
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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?
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umm, anyone?
ps: did dubble post to bump
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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
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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
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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.
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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.
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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.
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TossFloss
Canada606 Posts
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.
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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.
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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.
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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.
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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.
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United States47024 Posts
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.
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TossFloss
Canada606 Posts
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.
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seems some players are starting to use it in rushes.
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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.
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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
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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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On April 14 2010 01:54 Toran7 wrote: 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. They can solve both problems at once by letting you drop supply on overlords. That way, neither player will want to snipe them.
I think it should look like a bowler hat, and if it's on an overseer, it should get a monocle too.
edit: v My life is now complete. v
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^ i thought this had to be done ^
![[image loading]](http://imgur.com/4oJ2El.jpg) full
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I feel like the only reason to take up supply drop is an Oh Sh*t moment when you realize you are supply capped. The way that the OP describes supply drop being useful seems to be in mid to late game, but at that point scans are invaluable in finding expos or tech switches. I havent seen suitable evidence to change my game when it comes to supply drop, with the exception of fast rush builds that specify the use of supply drop to pump out units faster
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On March 27 2010 13:13 Tinithor wrote: Even for like... a timing attack i feel like the extra minerals a mule brings in would be better for getting out more units FAST than the supply drop. I really don't see its uses in high level play (great for new players tho really, cause they already have trouble spending the minerals they have)
that depends on how fast you're mining gas. if you're having trouble spending the gas then you've got too many workers on gas etc...
overall i think mule is the best, especially when you're waiting to saturate a new expo. but supply drop could be favourable in certain situations.
the highest level sc2 replay i've seen (recently uploaded to youtube by husky - cellawerra vs 'boxer'), the terran player put supply drop on pretty much all of his depot's. the micro and macro of both players was far beyond the likes of idra, thelittleone, whitera etc, so it would be fair to call them high level. he used supply drop to good effect (also used a mech build against zerg to good effect).
i think the western hemisphere are suffering from mass flavour of the month noob cheese builds like massing roach/marauders, and people are bullied into making counter cheese and therefore the endless circles goes on. watching real top class players i've seen the game to be 'almost' perfectly balanced and pretty much any unit can be useful at high level unlike brood war.
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Braavos36375 Posts
On April 14 2010 02:59 metasonic wrote:^ i thought this had to be done ^ full hahahahaha
this post deserves more recognition
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This is a bit random, but if a MULE gives 300 minerals, and a CC provides supply, plus can be lifted when an expo becomes secure enough to take, is there any worth in building spare CCs back in the main base and giving them the orbital upgrade to increase MULE production? They pay for themselves in a single mule over a supply depot, and the only cost is the extra time to build, the 300 mineral opportunity cost whilst you're recouping it through the first MULE, and the fact that you're using up more resources from the mineral patches (but if you can strip mine that much faster it might really help with securing expansions). Just a thought.
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It should just add more HP to the building, not a huge buff.
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On April 16 2010 09:27 Thrill wrote: It should just add more HP to the building, not a huge buff.
Reducing supply depot HP by 100, but having supply drop increase hp by 200-250 and 1 armor might create an interesting tension between all 3 OC abilities. You might require to use SD to wall-off more safely instead of an early mule, for example
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On April 16 2010 09:23 EntSC wrote: This is a bit random, but if a MULE gives 300 minerals, and a CC provides supply, plus can be lifted when an expo becomes secure enough to take, is there any worth in building spare CCs back in the main base and giving them the orbital upgrade to increase MULE production? They pay for themselves in a single mule over a supply depot, and the only cost is the extra time to build, the 300 mineral opportunity cost whilst you're recouping it through the first MULE, and the fact that you're using up more resources from the mineral patches (but if you can strip mine that much faster it might really help with securing expansions). Just a thought.
The 400 minerals can generally be used elsewhere in a more urgent manner; you would really only safely be able to do this if you were safely able to expand in the first place. If there was a timing window of dead silence for a couple minutes, you could invest in it; but then again, you would have invested in an expansion anyways, so it really isn't an additional strategy, just wording an old one differently.
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400? where did the 400 come from? mule maxes at just over 300 if done perfectly. supply drop saves 100. so the only 400 i see is the difference in what you gain/save, which doesn't match what you are saying.
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On April 18 2010 03:58 peckham33 wrote: 400? where did the 400 come from? mule maxes at just over 300 if done perfectly. supply drop saves 100. so the only 400 i see is the difference in what you gain/save, which doesn't match what you are saying.
if Starcraft were a game where getting economy is all that mattered then sure, you can build OCs in the back of your base. But why? Why not just build the OC at your expansion so you can get an OC (and the mules/supply) along with 8 new mineral patches and 2 new geysers
If you wanted to use a second OC just for more mules/supply drop/scan then you're investing 550 minerals in something that takes a long time to set up, and won't pay itsself off immediately. Which means you're out 4 marauders or 8 marines whatever else could have saved you when toss came knocking on your door
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On April 18 2010 07:17 caution.slip wrote:Show nested quote +On April 18 2010 03:58 peckham33 wrote: 400? where did the 400 come from? mule maxes at just over 300 if done perfectly. supply drop saves 100. so the only 400 i see is the difference in what you gain/save, which doesn't match what you are saying. if Starcraft were a game where getting economy is all that mattered then sure, you can build OCs in the back of your base. But why? Why not just build the OC at your expansion so you can get an OC (and the mules/supply) along with 8 new mineral patches and 2 new geysers If you wanted to use a second OC just for more mules/supply drop/scan then you're investing 550 minerals in something that takes a long time to set up, and won't pay itsself off immediately. Which means you're out 4 marauders or 8 marines whatever else could have saved you when toss came knocking on your door
why did you quote that post? there is nothing you said that i see relating what you said to that post.
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is this thread dead? bump
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On April 16 2010 09:45 MidKnight wrote:Show nested quote +On April 16 2010 09:27 Thrill wrote: It should just add more HP to the building, not a huge buff. Reducing supply depot HP by 100, but having supply drop increase hp by 200-250 and 1 armor might create an interesting tension between all 3 OC abilities. You might require to use SD to wall-off more safely instead of an early mule, for example
I don't think they need to decrease the health of the SD just to make people use supply drop more often.
I think the increased health and armor is a great idea and should create some energy tension in the starting energy against zerg and baneling busts. The increased health and armor would obviously have to be chosen carefully to make everything balanced.
Right now banelings do 80 to buildings with SD's having 350HP, so 5 banelings can bust open a SD, With, say, a +150HP supply drop that would require 2 more banelings.
Also, having +1 armor would give it a little more durability against basic units and would be pretty decent with the +2 armor from the EB later on.
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I'm a bit wary of the +1 armor idea. The thought that a lowly supply depot can be more resistant than an armory or a fusion core doesn't quite sit right with me. :/
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bump as there is another thread that is saying the same thing.
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On April 16 2010 09:23 EntSC wrote: This is a bit random, but if a MULE gives 300 minerals, and a CC provides supply, plus can be lifted when an expo becomes secure enough to take, is there any worth in building spare CCs back in the main base and giving them the orbital upgrade to increase MULE production? They pay for themselves in a single mule over a supply depot, and the only cost is the extra time to build, the 300 mineral opportunity cost whilst you're recouping it through the first MULE, and the fact that you're using up more resources from the mineral patches (but if you can strip mine that much faster it might really help with securing expansions). Just a thought. 400 (cc) + 150 (oc) = 550. It takes 2 mules to pay for itself. But your point is still valid. Making additional OC for supply is a much better option than Supply Drop (assuming that you are not currently supply capped or need those minerals urgently).
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I've run the numbers and my MULES seem to get 270 from blue patches (9 trips of 30 each), which means that they've got 45 seconds until they hit (approximately) 135 minerals, which I believe is a good number to represent total direct costs of making a depot. This doesn't include indirect costs like giving up pumping scvs because you otherwise couldn't. (Although I do account for that below)
Building a depot takes about that much time (40 seconds near the CC, 50 seconds on the blistering sands choke, including travel time in both), and getting the depot instantly means you should get 3 SCV's worth of mining for about forty seconds, which should come out to 75-90 minerals (These comparative extra minerals hit while you're doing extra mining and pumping scv's instead of buying a depot), so the benefit of Supply Drop can be as little as ~120 minerals (if your SCV would be placed perfectly to build anyway, depot would be right on time, you'd be pumping SCV's the whole time) or as high as ~300 minerals (if you're both supply blocked and low on minerals while trying to pump scvs).
This high number comes from the fact that you have to wait almost 45 seconds before you can pay for the depot purely off a MULE and you have to wait about 40 seconds for the depot to come up, which means you give up pumping SCVs for as much as 85 seconds (In practice closer to 45-50, but it could be as high as 85), thus netting you approximately double the aforementioned 75-90 minerals you would get from pumping those SCVs earlier. Keep in mind, however, that whether it's 120 minerals or 300 minerals, the effective minerals from the supply drop hits much earlier than the effective minerals from the MULE, usually before you call the supply drop versus (on average) halfway through the MULE's lifespan.
In short, I think a well-made build would be likely to use supply drop for their first OC activation (the first depot has to be physical, as does the third if the second is dropped), and would likely use MULEs for the higher (but significantly slower) return after that. The most obvious builds to drop for your second depot are going to be 8-rax reapers and 10-rax 11 depot builds.
Of course, the possibility of mining out makes the depot preferable, but I don't think it's enough to really matter generally. And, if you've got a short life-span on some gold minerals, mining out with MULEs could be a pretty good thing.
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i just noticed something when watching a replay of a tvt game from another thread: the are building supply depots like crazy early on and then forgetting about them to the point where a guy let his supply depots on his back side get sniped when his entire army was about 20 seconds away from the attacking units. this was a replay of a gold game.
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I don't know if anybody has tried it yet, and I haven't seen it mentioned in any of these threads, but, can it be used to break the 200 supply cap. Probably no, but best to leave no stone unturned.
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no it can't (unless you change the cap in the map editor, or create a new ability you give to the upgraded supply depot that lets it do that[alot of work])
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On May 21 2010 11:50 Pigsquirrel wrote: I don't know if anybody has tried it yet, and I haven't seen it mentioned in any of these threads, but, can it be used to break the 200 supply cap. Probably no, but best to leave no stone unturned.
LOL wouldnt that be great. Calldown Supply would actually have a use than!
And no it cant.
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