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Active: 1649 users

Calling MULES On Close Patches is Bad - Page 2

Forum Index > SC2 General
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RivalryRedux
Profile Joined July 2009
United States173 Posts
Last Edited: 2011-06-25 22:30:50
June 25 2011 22:28 GMT
#21
On June 26 2011 07:24 Xxazn4lyfe51xX wrote:
I was under the impression that the opposite was true. By calling down a mule on a far patch, he dies on the way back from returning a load, thus you lose 30 minerals.


I think this was the case in the beta but the mule duration or speed was changed to make it so you always get 270.

Also, I'm pretty sure koreans are well aware of this as I remember seeing MMA move his mule away from the patch at the end of it's life span vs Idra in MLG.
seefour
Profile Joined May 2011
United Kingdom107 Posts
June 25 2011 22:29 GMT
#22
So each mineral patch has 1500 and you have 8 mineral patches so that's 12000 minerals. You would need to drop 30 mules on close patches to reduce your mineral income from a base by 7.5%. Each mule dropped on close patches loses you 0.25% of your total income from a base. Breaking insight into game mechanics -.-
"All war is based on deception" - Sun Tzu
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
June 25 2011 22:32 GMT
#23
@OP,

its still better to call on the closest patch. you will lose 30 min for each mule, but you lose it at the end when the patch is mined out 10 minutes later. meanwhile, you get more money up front.

since terran is always the player that has a responsibility to move out (Z and P will just fast expand multiple times). thus, getting the cash fast is critically important.
...from the land of imba
JaFFsteR
Profile Joined December 2010
41 Posts
June 25 2011 22:33 GMT
#24
you lose 30 minerals per mule on a close patch. the 30 extra you gain is dumped on death.

close: 270 deposited 300 mined
far: 270 mined 270 deposited
holynorth
Profile Blog Joined August 2010
United States590 Posts
June 25 2011 22:33 GMT
#25
On June 26 2011 07:29 seefour wrote:
So each mineral patch has 1500 and you have 8 mineral patches so that's 12000 minerals. You would need to drop 30 mules on close patches to reduce your mineral income from a base by 7.5%. Each mule dropped on close patches loses you 0.25% of your total income from a base. Breaking insight into game mechanics -.-


I think you're missing the point. What does this require from you to do? Nothing. So why not do it?
YoungNeil
Profile Joined October 2010
Canada328 Posts
June 25 2011 22:34 GMT
#26
On June 26 2011 07:29 seefour wrote:
So each mineral patch has 1500 and you have 8 mineral patches so that's 12000 minerals. You would need to drop 30 mules on close patches to reduce your mineral income from a base by 7.5%. Each mule dropped on close patches loses you 0.25% of your total income from a base. Breaking insight into game mechanics -.-

30 minerals per mule could easily add up to several hundred minerals lost in a long game. It's definitely a relevant concern, it gives a clear (but small) benefit.
coplice_
Profile Joined July 2010
Canada128 Posts
June 25 2011 22:39 GMT
#27
On June 26 2011 07:29 seefour wrote:
So each mineral patch has 1500 and you have 8 mineral patches so that's 12000 minerals. You would need to drop 30 mules on close patches to reduce your mineral income from a base by 7.5%. Each mule dropped on close patches loses you 0.25% of your total income from a base. Breaking insight into game mechanics -.-


I hope you know the koreans are better because they train more and know all these little mechanics, every little bits adds up and give you an advantage.
"the CIA should start using TvT as a torture technique" - telcontar
Regina
Profile Joined November 2010
Netherlands148 Posts
June 25 2011 22:39 GMT
#28
doesnt matter if its a small benefit, benefit = benefit which you can do without much efford. The same as 9 overlord and pushing probes on minerals
Jonny55
Profile Joined August 2010
United States22 Posts
June 25 2011 22:40 GMT
#29
On June 26 2011 07:32 dybydx wrote:
@OP,

its still better to call on the closest patch. you will lose 30 min for each mule, but you lose it at the end when the patch is mined out 10 minutes later. meanwhile, you get more money up front.

since terran is always the player that has a responsibility to move out (Z and P will just fast expand multiple times). thus, getting the cash fast is critically important.


You get the same amount up front either way (270 minerals) but if you call it on far patches you gain 30 minerals later. You actually lose 30 minerals (per mule in close spots) when the base is mined out because the mules drops 30 minerals (when it dies) in close patches.
"Thats Halo, don't worry" - HuK
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-06-25 22:41:30
June 25 2011 22:40 GMT
#30
of course you do get your 30 minerals a little bit quicker each return if its on the close one though. but how often are you really waiting for that 30 minerals, it's probably better to just use the further patch
ModeratorBlame yourself or God
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
June 25 2011 22:41 GMT
#31
I'm surprised people didn't know about this... It is instinct to call it down on closer patches, sure, but after awhile wouldn't people notice it happen at least once?
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
June 25 2011 22:45 GMT
#32
According to Liquipedia: http://wiki.teamliquid.net/starcraft2/Mule


Mules mine 270 (and lose 30) on close patches.

And 240 on far patches.


I assume the OP is going to provide some videos or screenshots or etc. to show that you always get 270 on every patch.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Huragius
Profile Joined September 2010
Lithuania1506 Posts
June 25 2011 22:46 GMT
#33
The same problem is synchronizing SCVs/Probes/Drones on close minerals patches to max out the mining potential in the begging of the game. I think I remember Polt doing the opposite, in order to have full base saturation, until all minerals are mined at almost the same time. I think this needs a more serious discussion :/
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
June 25 2011 22:47 GMT
#34
Wow really?

How has this not been shared before =O

in so many times and places casters and pros have said that mining the closer one lets you mine extra -.-
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
dhe95
Profile Blog Joined December 2008
United States1213 Posts
June 25 2011 22:48 GMT
#35
It's also better to not constantly call upon on the same patch. Think about it, if you have 5 patches with 800 minerals each, you'll get only a total of 25 minerals per trip, since unless you have mules scvs will mine one at a time. If instead you had 8 patches with 500 minerals each, you'd get a total of 40 minerals per trip.
latan
Profile Joined July 2010
740 Posts
June 25 2011 22:48 GMT
#36
I had thought about this before but never actually tested it. Thx for sharing.
Leeto
Profile Joined August 2007
United States1320 Posts
June 25 2011 22:49 GMT
#37
You lose 30 minerals later, but you get the 270 minerals faster. The few seconds might make a difference. By the time the mineral patch would run out, the fact that it has 60 or 90 less minerals on it shouldn't matter since you should already have another base to mine from at that point.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
June 25 2011 22:50 GMT
#38
I can't believe no one figured this out until now

well, maybe not until now, but I'm sure a lot of people didn't know
latan
Profile Joined July 2010
740 Posts
Last Edited: 2011-06-25 22:54:40
June 25 2011 22:53 GMT
#39
On June 26 2011 07:48 dhe95 wrote:
It's also better to not constantly call upon on the same patch. Think about it, if you have 5 patches with 800 minerals each, you'll get only a total of 25 minerals per trip, since unless you have mules scvs will mine one at a time. If instead you had 8 patches with 500 minerals each, you'd get a total of 40 minerals per trip.


however, less patches means you can saturate with less workers. which saves you some workers to use in your expansion.
Kiarip
Profile Joined August 2008
United States1835 Posts
June 25 2011 22:54 GMT
#40
On June 26 2011 07:53 latan wrote:
Show nested quote +
On June 26 2011 07:48 dhe95 wrote:
It's also better to not constantly call upon on the same patch. Think about it, if you have 5 patches with 800 minerals each, you'll get only a total of 25 minerals per trip, since unless you have mules scvs will mine one at a time. If instead you had 8 patches with 500 minerals each, you'd get a total of 40 minerals per trip.


however, less patches means you can saturate with less workers. which gives saves you some workers to use in your expansion.

yeah I agree with this
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