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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.
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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 -.-
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@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.
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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
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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?
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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.
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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.
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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
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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.
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United States7166 Posts
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
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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?
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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.
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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 :/
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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 -.-
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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.
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I had thought about this before but never actually tested it. Thx for sharing.
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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.
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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
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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.
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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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