|
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
|
United States527 Posts
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.
|
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
|
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
|
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.
|
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.
|
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?
|
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)?
|
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.
|
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.
|
On June 26 2011 09:16 Meteora.GB wrote: Great now I have to change my mule dropping habits... I know right, fuuuuu...
|
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.
|
As if 30 minerals makes any difference.
|
cool find, but when in any game ever will having an extra 30 minerals on a patch affect a game
|
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.
|
Australia8532 Posts
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.
|
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!
|
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?
|
Ahh clarity, thanks for the testing.
|
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.
|
|
|
|