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Calling MULES On Close Patches is Bad - Page 4

Forum Index > SC2 General
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Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
June 25 2011 23:46 GMT
#61
wow thanks.
oDieN[Siege]
Profile Joined November 2009
United States2905 Posts
June 25 2011 23:50 GMT
#62
I'm not a Terran player, but this is nice to know. Thanks.
말크 : ^_^~ NeO)GabuAt, vGODieN
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2011-06-25 23:51:09
June 25 2011 23:50 GMT
#63
So many bad replies and misinformation in this thread, and people not even taking the time to read the OP to figure out what this thread is about.

The OP is right and is beneficial in almost every way, besides maybe taking a split second longer per MULE return. Your base isn't mined out as quickly, and you get back the same minerals.
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
June 26 2011 00:16 GMT
#64
This. Changes. EVERYTHING.

Great now I have to change my mule dropping habits...
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
June 26 2011 00:22 GMT
#65
On June 26 2011 08:31 tyCe wrote:
You still get the 270 minerals faster.

BARELY

like the OP said it dies on its way back so you save maybe like 3 seconds if that for 30 minerals by the end?
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-06-26 00:33:08
June 26 2011 00:25 GMT
#66
On June 26 2011 08:00 ThatMoose wrote:
Show nested quote +
On June 26 2011 07:54 Kiarip wrote:
On June 26 2011 07:53 latan wrote:
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


Me too. As long as the worker is working does it really matter?

if you're constantly training scvs you'll need those extra patches to be fully saturated with all your workers in use

it's not about saturating bases, it's about how many workers you can use effectively and how can you say that having 40 workers to fully saturate your base vs. 50 is not worse?

If it still doesn't make sense at this point, just think about why 3 base vs. 2 base is such an advantage. You just have more mineral patches available.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
June 26 2011 00:26 GMT
#67
I thought close patches = 300 mins, middle patches = 300 with 30 dropped, and far = 270?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
June 26 2011 00:26 GMT
#68
Truthfully, I dont think this is going to make a huge deal anyway, but nice find
Artillery spawned from the forges of Hell
x6Paramore
Profile Joined April 2011
Canada130 Posts
June 26 2011 00:27 GMT
#69
No wonder Terrans all around the world seem to be running out of minerals on one-base.

HornyHerring
Profile Joined March 2011
Papua New Guinea1059 Posts
June 26 2011 00:30 GMT
#70
Those calcualtions may be correct, taken the patch you callthe mule down on is actually unoccupied and the mule doesn't have to change.
oh, hai
yiodee
Profile Joined February 2011
United States137 Posts
June 26 2011 00:30 GMT
#71
Yeah what about the middle patches? any information on those?
Rabbitmaster
Profile Joined August 2010
1357 Posts
June 26 2011 00:31 GMT
#72
Cool find, i really had no idea. So thank you, sir!
God is dead.
WArped
Profile Joined December 2010
United Kingdom4845 Posts
June 26 2011 00:37 GMT
#73
Talk about the most minuscule of calculations but an interesting find none the less.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
June 26 2011 00:37 GMT
#74
huh really? i thought it made the extra trip back.. interesting
When they see MC Probe, all the ladies disrobe.
ptell
Profile Joined October 2009
United States103 Posts
June 26 2011 01:31 GMT
#75
Nice find.

But consider this: If you MULE from a close patch you do get your money coming in very slightly faster. This might be desirable in early game. The detrimental effect of losing 30 minerals forces you to expand slightly earlier. That means if you play on a map where it is easy to expand, its not really an issue.
Ghoststrikes
Profile Joined February 2011
Canada1356 Posts
June 26 2011 01:35 GMT
#76
Well thank you for that useful information. I shall use that in the future!
Never say die
roymarthyup
Profile Joined April 2010
1442 Posts
June 26 2011 01:36 GMT
#77
the best way to use mules is one time on each of your mineral patches so your entire mineral line as a whole mines out at the same time, thus maximizing your income speed for that base


the 30 mineral lost per patch is of zero importance compared to making sure you drop a mule on different patches to have dispersed mining
HaIf
Profile Joined January 2010
Canada234 Posts
June 26 2011 01:37 GMT
#78
Or you put it on the closer patch, get 270 minerals faster, and stop it before the last trip.
life of lively to live to life of full life thx to shield battery
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 26 2011 01:38 GMT
#79
I realised this when I played Terran but have since forgotten. Nice tip!
Commentatorhttp://twitter.com/proxywolf
TL+ Member
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
June 26 2011 01:41 GMT
#80
Excellent tip, I've seen it happen but it doesn't register in my mind
How devious | http://anartisticanswer.blogspot.com.au/
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