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Active: 1607 users

Calling MULES On Close Patches is Bad - Page 7

Forum Index > SC2 General
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Gnax
Profile Joined June 2010
Sweden490 Posts
June 26 2011 03:52 GMT
#121
On June 26 2011 12:50 Flavor wrote:
Also, when you get into a habbit of calling down mules on the close patches, they tend to get mined out first making your scv's less efficient


Why do people keep saying this. You realize you can transfer workers right? and that you get a message when mineral patches are mined out?
btlyger
Profile Blog Joined February 2010
United States470 Posts
June 26 2011 03:53 GMT
#122
Posts like the OPs is why I came to team liquid.

Great find man this will help a lot as I see 90% of terrans muleing close patches.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
Kiarip
Profile Joined August 2008
United States1835 Posts
June 26 2011 03:54 GMT
#123
On June 26 2011 08:15 hoot00 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


Would you rather have 8 patches with 1500 minerals each, or 1 patch with 12000 minerals? To get the same income you would have to have 7 other bases


Ok, while this is true I don't really feel like mineral income is such a huge issues for terran. I mean a huge portion of Terran's income comes from mules and having 1 patch less isn't gonna affect your ability to mule, on the other hand I feel like Terran's design kind of promotes low worker count end-games in favor of free'ing up more supply for the main army, so while I'm sure it makes a very small difference I feel like it plays better into the grand plan for Terran late-game where you only have like 35 SCVs total, and can have 165 supply dedicated to the army or something like that you know?
almond
Profile Blog Joined June 2011
115 Posts
June 26 2011 03:58 GMT
#124
I wouldn't be surprised if the haters split workers in the beginning of the game. Lol.
Thx OP.
SayHello
Profile Joined December 2010
Czech Republic147 Posts
June 26 2011 04:02 GMT
#125
The real pro will stop the mule before it mines it's last 30 minerals. You need it on close patch to mine faster...
JustinHit
Profile Joined October 2010
United States196 Posts
June 26 2011 04:07 GMT
#126
No one noticed that by just playing?
-_- oh team liquid.
For the swarm for life!
Warble
Profile Joined May 2011
137 Posts
June 26 2011 04:09 GMT
#127
The OP's experiences differ from my own, as I have done some tests in previous patches and my results agreed with Liquipedia.

It is possible that Blizzard changed some mechanics in recent patches or there may be quirks in map layouts since Blizzard tweaks them every so often.

This thread needs more replays. I am more inclined to believe that Cheec's thread, Liquipedia and my own experiences are correct until the OP provides evidence otherwise.
Nexic
Profile Blog Joined May 2010
United States729 Posts
June 26 2011 04:12 GMT
#128
Man, now reading through the last couple pages I'm even more confused with all the conflicting reports being posted... I guess I will continue MULEing on close patches till a more conclusive solution is reached, mining 270 minerals and dieing with 30 is probably better than only mining 240.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37063 Posts
Last Edited: 2011-06-26 04:17:26
June 26 2011 04:15 GMT
#129
How about instead of aruging who's right who's wrong. We all just try it out for ourselves. I guarantee we will all have people saying they got the same results AND people saying they got different results.

Bottom line: This probably depends on what map/mineral positioning/where you put your mule.

Just play the game, and switch your mule positioning to the further patches at your own discretion.
I agree with Xapti, 4 POSSIBLITIES:

Close patches:
300
270 (30 loss)

Further patches:
270
240 (30 loss)
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Ketara
Profile Blog Joined August 2010
United States15065 Posts
June 26 2011 04:33 GMT
#130
Whole lot of misinformation in this thread.

The OP is basically a generalization. While not untrue, it depends on the individual map and the individual patches. There are clearly some patches on some maps where you only get 240 and lose 30.

There are so many people on every page though replying and just saying "Thanks OP, this is why Team Liquid is great!" that it is clear they are not reading the thread through, and that this is causing a lot of misinformation.

Pretty upsetting, really.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
dave333
Profile Joined August 2010
United States915 Posts
June 26 2011 04:39 GMT
#131
guess this makes mules balanced

jk but this is pretty important. You end up calling a lot of mules....thats a lot of money being killed. I know myself I usuallly call mules onto close patches out of habit from mineral micro.
kidcrash
Profile Joined September 2009
United States623 Posts
Last Edited: 2011-06-26 04:58:35
June 26 2011 04:46 GMT
#132
If you call down 20 mules in the course of an entire game that's 600 minerals that you are losing out on. I don't see how 600 minerals is negligible by any means.

Edit: Wow 4 possibilities... hmm well that complicates things a bit. Getting 240 minerals while losing 30 would be very bad. I guess memorizing the differences in map mining is only solution.
vogonpoet
Profile Joined May 2011
United States5 Posts
June 26 2011 05:13 GMT
#133
I tested this extensively during the beta, and all of my results agreed with Liquipedia.

I just tried it on Metalopolis, and the OP's claim is correct on this map: mules mined 270 from all patches, but close patches ended up losing the last 30 minerals mined without returning them to the base. Strange, because I'm sure I tested the mule on this map during beta. Probably just another unmentioned patch change at some point.

I'm sure some enterprising soul will break this down for each of the maps and update the LP entry.
Oh freddled gruntbuggly, Thy micturations are to me As plurdled gabbleblotchits On a lurgid bee
Genome852
Profile Blog Joined August 2010
United States979 Posts
June 26 2011 05:16 GMT
#134
On June 26 2011 12:52 Gnax wrote:
Show nested quote +
On June 26 2011 12:50 Flavor wrote:
Also, when you get into a habbit of calling down mules on the close patches, they tend to get mined out first making your scv's less efficient


Why do people keep saying this. You realize you can transfer workers right? and that you get a message when mineral patches are mined out?


No... the point is, you want your minerals to be mined out evenly, so your SCVs are always working at their highest possible efficiency.

That is why dropping MULEs on the same mineral patch every time is bad (it will get mined out really fast, meaning the SCVs will end up mining from 7 instead of 8 patches way earlier than they should be). You should alternate between the mineral patches.
Dimagus
Profile Joined December 2010
United States1004 Posts
June 26 2011 05:17 GMT
#135
Just don't do what I saw on KOTH last night. Specifically, don't call down 15 mules to the same base. A mule will not mine over top of another mule, so the max you ever want to do is 1 per mineral patch.
Riot Janook
Profile Joined August 2010
United States112 Posts
Last Edited: 2011-06-26 05:27:31
June 26 2011 05:27 GMT
#136
OP is incorrect.
MULEs mine 270 minerals on close patches.
240 minerals on far patches.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 26 2011 05:58 GMT
#137
I'm glad, that someone find way for buff mules.
almond
Profile Blog Joined June 2011
115 Posts
June 26 2011 06:00 GMT
#138
Sad that this turned into an ego stroking, OP bashing thread instead of useful mining efficiency discussion.
barneycast
Profile Joined June 2011
United States38 Posts
June 26 2011 06:01 GMT
#139
this is assuming that you aren't saturated correct? Because mules change mining positions all the time from my experience.
Sovetsky Soyuz
Profile Joined May 2011
Russian Federation905 Posts
Last Edited: 2011-06-26 06:03:16
June 26 2011 06:02 GMT
#140
sorry wrong thread
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