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Calling MULES On Close Patches is Bad - Page 5

Forum Index > SC2 General
Post a Reply
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Klosetmonkey
Profile Joined August 2010
Norway208 Posts
Last Edited: 2011-06-26 01:41:46
June 26 2011 01:41 GMT
#81
On June 26 2011 10:37 HaIf wrote:
Or you put it on the closer patch, get 270 minerals faster, and stop it before the last trip.


if you can handle that kind of extra multitask be my guest
Always remember that you are unique. Just like everyone else
Liquid`EliGE
Profile Joined October 2010
United States527 Posts
June 26 2011 01:42 GMT
#82
On June 26 2011 10:37 HaIf wrote:
Or you put it on the closer patch, get 270 minerals faster, and stop it before the last trip.

Making too much work for yourself and you would never be able to manage that.
Team Liquid"I was wondering why people who that would never dream of laughing at a blind or a crippled man would laugh at a moron."
crown77
Profile Joined February 2011
United States157 Posts
June 26 2011 01:42 GMT
#83
before they patched the glitch where you could mine faster... you could get 300 from close patches... that might be why tasteless said mine from close ones back in season 2(ish) of gsl
Fojji
Profile Joined August 2010
United Kingdom217 Posts
June 26 2011 01:44 GMT
#84
tester worked this out in the beta, atleast the few replays where he played terran he would stop the mules last mining trip as not to waste the 30 minerals and still gain them faster
Lunchador
Profile Joined April 2010
United States776 Posts
June 26 2011 01:44 GMT
#85
I'll still be calling my MULEs on close patches regardless of "permanent resource losses". It's kind of like gold expansions: They actually have a much lower resource count than a normal base but the extremely high income rate makes it worthwhile.
Defender of truth, justice, and noontime meals!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
June 26 2011 01:46 GMT
#86
Oh, this is actually really useful. Thanks a lot <3. I've always noticed that they die halfway but I've never tested the various math on different patches.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Tipany
Profile Joined November 2010
United States368 Posts
June 26 2011 01:47 GMT
#87
On June 26 2011 10:44 Lunchador wrote:
I'll still be calling my MULEs on close patches regardless of "permanent resource losses". It's kind of like gold expansions: They actually have a much lower resource count than a normal base but the extremely high income rate makes it worthwhile.

The difference is negligible... isn't that an obvious fact already?
wat.
Grotchen
Profile Joined June 2011
16 Posts
June 26 2011 01:53 GMT
#88
Would'nt it bring its minerals to you faster (say a mule on a far patch takes 5 seconds round trip and one on a close patch does it in 4 you would get the minerals faster which would help for all-ins or rushes)?
stanik
Profile Blog Joined June 2010
Canada213 Posts
Last Edited: 2011-06-26 02:08:38
June 26 2011 02:06 GMT
#89
SOME close patches return 10 cargo loads for 300 minerals mined and 300 minerals returned

SOME far patches return 8 loads and mine 9 - for 240 minerals, wasted 30.

inbetween patches sometimes mine 10 but usually only mine 9.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 26 2011 02:26 GMT
#90
On June 26 2011 08:35 Spacely wrote:
Oh man Terrans and their minerals..



I sure wish there were as many threads on how to optimize larva injects.. Press v, next hatchery.. press v again.. then do it again.

I jk I jk.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Nexic
Profile Blog Joined May 2010
United States729 Posts
June 26 2011 02:32 GMT
#91
On June 26 2011 09:16 Meteora.GB wrote:
Great now I have to change my mule dropping habits...
I know right, fuuuuu...
Sufinsil
Profile Joined January 2011
United States760 Posts
June 26 2011 02:34 GMT
#92
Did a quick test on various mineral configurations. Some close patches MULES would start to mine the last patch, but would die before getting the 30. There are a few close patches they would die with the 30 minerals in hand. Also depends on where the MULE lands as you call it down.

Play it safe and pick a further patch. Good to know.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
June 26 2011 02:36 GMT
#93
As if 30 minerals makes any difference.
Slago
Profile Joined August 2010
Canada726 Posts
June 26 2011 02:39 GMT
#94
cool find, but when in any game ever will having an extra 30 minerals on a patch affect a game
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
June 26 2011 02:41 GMT
#95
30 minerals isn't exactly game changing, but if you do this all-game then it adds up quickly enough that you can wind up 150-200 minerals behind. Not going to matter always, but at least some of the time that's enough to lose a game.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
June 26 2011 02:44 GMT
#96
On June 26 2011 10:53 Grotchen wrote:
Would'nt it bring its minerals to you faster (say a mule on a far patch takes 5 seconds round trip and one on a close patch does it in 4 you would get the minerals faster which would help for all-ins or rushes)?

According to his test (assuming it is true) they both return 270 minerals; since MULEs have a timed life i guess there is little to no advantage in terms of timing; the timing advantage would be the time of a trip to and halfway back to the CC-is it worth losing 30minerals; you essentially are losing 30 minerals by dropping it on a close patch.
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Z3kk
Profile Blog Joined December 2009
4099 Posts
June 26 2011 02:47 GMT
#97
On June 26 2011 11:44 bkrow wrote:
Show nested quote +
On June 26 2011 10:53 Grotchen wrote:
Would'nt it bring its minerals to you faster (say a mule on a far patch takes 5 seconds round trip and one on a close patch does it in 4 you would get the minerals faster which would help for all-ins or rushes)?

According to his test (assuming it is true) they both return 270 minerals; since MULEs have a timed life i guess there is little to no advantage in terms of timing; the timing advantage would be the time of a trip to and halfway back to the CC-is it worth losing 30minerals; you essentially are losing 30 minerals by dropping it on a close patch.


Yeah, pretty much this. A far patch will have 270 mins mined, period. A close patch will have 300 mins mined, but will only return 270 because the last 30 mins are just lost; therefore, one "loses" 30 mins for every MULE called down on a close position patch!
Failure is not falling down over and over again. Failure is refusing to get back up.
sereniity
Profile Blog Joined March 2011
Sweden1159 Posts
June 26 2011 02:48 GMT
#98
On June 26 2011 08:04 JamesJohansen wrote:
Oh thank god, I'm always losing by a margin of 30 minerals. This is the answer to my prayers


Way to be rude? I guess you make a supply depot at 11 too since making one at 10 wont make you win the game outright?
"I am Day9, Holy shit!"
Alabasern
Profile Blog Joined September 2010
United States4005 Posts
June 26 2011 02:50 GMT
#99
Ahh clarity, thanks for the testing.
Support your esport!
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
June 26 2011 02:52 GMT
#100
On June 26 2011 11:48 sereniity wrote:
Show nested quote +
On June 26 2011 08:04 JamesJohansen wrote:
Oh thank god, I'm always losing by a margin of 30 minerals. This is the answer to my prayers


Way to be rude? I guess you make a supply depot at 11 too since making one at 10 wont make you win the game outright?

This is a bit different. There is an advantage to randomly making things at weird timings, it throws your opponent off somewhat. Even if you make everything only 1 worker later it changes the timings by several seconds.

Sen did it all the time in BW. He and his 12/13/14 pool in zvt raping Idra.
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