• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:12
CET 09:12
KST 17:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League64Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
No more SC2 streamers on team liquid? REPORT: StarCraft 2: Remastered In Development Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Rollback Netcode in Brood War [Recap] 0-6 Defeat for Mong's Team Bot on ladder Young Players Tournament Announced by SOOP Starcraft player cRuZa Passed away.
Tourneys
[$1250] International ShieldBattery League [BSL23] RO24 Group C Small VOD Thread 2.0 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7391 users

Mules and map balance

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 01:59 GMT
#1
After playing a bunch of games during the beta and just foolin around with units and cheese i decided to start working on a concrete build, first i was trying to make a solid tvt build order. i really liked a 9 rax opening with a quick orbital command however after massing some games on ladder something puzzled me. i was trying to set some sort of concrete timings and figured, the minerals i have at 30 pop, should be close to or the same as the game before as long as there was no huge deviation or loss of units, but i was wrong. it was fluxuating, a lot.. so, after deciding the only thing that could be causing this is the mule i ran some tests. i came up with the mule having three possible outcomes in terms of summoning on top of a mineral patch.

1. the mule can return 270 minerals throughout its duration

2. the mule can return 240 minerals throughout its duration(the further away patches)

3. the mule can collect 270 minerals but only return 240( its duration runs out before reaching the command center )


i will represent these outcomes with circles over the mineral patch summoned on top of.

1 = green

2 = yellow

3 = red

Desert Oasis:

+ Show Spoiler +
Top position
+ Show Spoiler +
[image loading]


Bottom position
+ Show Spoiler +
[image loading]


Blistering Sands

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Scrap station

+ Show Spoiler +
Top left position
+ Show Spoiler +
[image loading]


Mid right position
+ Show Spoiler +
[image loading]


Steppes of war

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Kulas ravine

+ Show Spoiler +
Top Left position
+ Show Spoiler +
[image loading]


Top Right position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Bottom Right position
+ Show Spoiler +
[image loading]



Lost Temple

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle Left position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Mid Right position
+ Show Spoiler +
[image loading]


Metalopolis

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle left position
+ Show Spoiler +
[image loading]


bottom left position
+ Show Spoiler +
[image loading]


middle right position
+ Show Spoiler +
[image loading]


so obviously the yellow circles have the longest pathing for a mule to take, red being second longest and green being the shortest. this can also be applied to workers. so the income difference will be effective as soon as the game starts.

I was pretty shocked by the results i found. to my knowledge the maps seemed completely symmetrical. during a full game the positional advantage tvt on certain maps is a little bizarre. other matchups not so much of a huge factor however it will still be a noticeable mineral shortage. im curious on what the tl community thinks about this. i know positional advantages and luck based on spawn locations was in sc1 but i feel this could be an issue at high level, maybe even the lower levels.

regardless, this should help out fellow terrans out there who were just spammin mules on any mineral patch
seRapH
Profile Blog Joined April 2009
United States9830 Posts
April 15 2010 02:04 GMT
#2
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.
boomer hands
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2010-04-15 02:16:48
April 15 2010 02:16 GMT
#3
You are awesome. Thanks so much for taking the time to do this
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2010-04-15 02:20:23
April 15 2010 02:19 GMT
#4
Good work dude =DDDD Awesome research
I think its so helpful with some BO like 6 Rax / 7 Rax or fast OB
@taefoxy
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
April 15 2010 02:21 GMT
#5
Good stuff! Definitely something we can use to help our early game xD
I live by the LoL
xnub
Profile Joined August 2009
Canada610 Posts
April 15 2010 02:32 GMT
#6
Ya good work but think i was mining from all these from start anyways. The green one are all the closer min patchs go fig ?
Loving the beta !! Weeeeeeee
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 15 2010 02:33 GMT
#7
Awesome! thanks for doing this :D
really?
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2010-04-15 03:28:06
April 15 2010 03:18 GMT
#8
Thanks cheech, you're the best practice partner in the whole world.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 03:23 GMT
#9
On April 15 2010 11:04 majesty.k)seRapH wrote:
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.


i felt the same way at first, but remember 30 minerals poof into thin air when you mule a red circled mineral and the expos have the same awkward layout for mineral returns. just seems like a burden that other races dont have to deal with and i dont see this being justified from a game design point of view. its obviously something that was overlooked during map layout. maybe this is a draw back to the mule that was intentionally created to offset the huge eco boost that a mule provides however i dont think thats the case but i will keep my mind open
SarcasticOne
Profile Joined March 2010
Australia213 Posts
April 15 2010 03:55 GMT
#10
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:57 GMT
#11
On April 15 2010 11:16 FrozenArbiter wrote:
You are awesome. Thanks so much for taking the time to do this

yea, I noticed that sometimes a Mule will die with minerals in it's hands. That's kind of a big loss. Good to know stuff for terrans so they don't disadvantage themselves with mules.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:58 GMT
#12
On April 15 2010 12:55 SarcasticOne wrote:
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240


More importantly how not to lose 30 minerals from the red patches >.<
..and then I would, ya know, check em'. (Aka SpoR)
brocoli
Profile Joined February 2010
Brazil264 Posts
April 15 2010 03:59 GMT
#13
I remember someone saying how in Scrap Station it was possible to snipe an expansion with high ground Tanks on one side but not on the other.
Maybe there's some bug with the distances ingame? Or maybe the tiles themselves are not symmetric?

Another thing that could be happening, is that the Mule speed is screwed up due to angle rounding errors: the game needs to translate the MULE's speed into X and Y speed with sine and cosine functions, and by doing so truncates both, lowering the unit's speed when it travels in specific angles.
Trump
Profile Joined April 2010
United States350 Posts
April 15 2010 08:16 GMT
#14
this is really good information. Thanks for doing the tests.

Its worth mentioning that going after the same "green" (usually middle) with the MULE is bad though, since you'll mine that patch out too fast and you'll have 1 less mineral patch to mine with your workers. I guess ideally you would drop a MULE on every separate single green space, then going on the reds. Hard memory game.
Friendship is Magic! <3
The Terminator
Profile Joined April 2010
Australia46 Posts
April 15 2010 08:49 GMT
#15
nice, now i know why my mule rushes are failing. little shits won't attack anything.
Mavkar
Profile Blog Joined February 2010
Germany592 Posts
April 15 2010 09:00 GMT
#16
I'm quite shocked with how different the starting positions can be. Of course you won't lose a match because of that, but I want it fixed.
Thank you for your work.
I'm shy and reserved, even on the internet.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
April 15 2010 09:04 GMT
#17
It has take ages to compile! But it is great work. From what i see is really worthy to send mule to the middle patch(obviously if it is not behind other minerals match as in metalopolis)?(as a genearl rule..i suppose it is impossible to remeber all the mineral fields behaviour for all the maps )
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 15 2010 09:05 GMT
#18
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?
JohannesH
Profile Joined September 2009
Finland1364 Posts
April 15 2010 09:11 GMT
#19
On April 15 2010 18:05 FabledIntegral wrote:
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?

Or just make future maps only have "green" patches. Or, only red patches is an option too. Could be used conciously to balance maps too, whether you want to favor terran in that or not.
If you have to ask, you don't know.
Rodiel
Profile Joined August 2006
France573 Posts
April 15 2010 09:14 GMT
#20
u paint perfect circle !
thx btw.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft803
StarCraft: Brood War
firebathero 522
Mind 455
Larva 275
Barracks 251
Leta 247
Hyuk 186
Shuttle 151
scan(afreeca) 133
Mong 103
Killer 84
[ Show more ]
Shine 82
Free 55
Stork 47
Shinee 45
ToSsGirL 44
Bale 34
Yoon 30
ZergMaN 21
yabsab 19
NaDa 16
Counter-Strike
Sick53
Other Games
summit1g12091
Organizations
Counter-Strike
PGL9392
Other Games
gamesdonequick1154
StarCraft: Brood War
UltimateBattle 12
[ Show 8 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
FEL
1h 48m
Sparkling Tuna Cup
1h 48m
Replay Cast
14h 48m
WardiTV Weekly
1d 3h
IntoTheTV X SOOP
2 days
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
2 days
The PondCast
3 days
Kung Fu Cup
3 days
IntoTheTV X SOOP
4 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
5 days
[ Show More ]
GSL
5 days
Epic.LAN
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.