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Mule vs Chrono boost - A simple breakdown

Forum Index > StarCraft 2 Strategy
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Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
Last Edited: 2011-01-25 19:28:49
January 24 2011 13:04 GMT
#1
Edit # 235475: Thanks everybody who has put down his constructive criticism, I have really learned a lot about subtile differences between the matchups. Fail to everybody who can only whine!

EDIT: This is CB vs Mule not CB vs OC, dont make more of it then it is.

edit: A lot of usefull information has come acros the discussion. There where some very standard things I didnt take into consideration, like CC cant produce scv's while morfing into an OC. But this is the great thing about sience. there can always be a new, better theorie that will replace the old one (thanks to Popper).So someone please take in consideration everything that has been said, run some test and come with a new more sufisticated thread. At the end we will know the details and everybody will have gained a little knowledge (but as all knowlegde, important) about the world that is called SC2.

Hey guys,

In lots of streams where there are casters, the casters will talk about the Terran having little less scv's but that its pretty even with the mules. I am sure everybody will have heard this in millions of casts. The probolem is that they dont really talk about the precise differences in numbers. That is why I made this easy breakdown, with this everybody who is interesed will know presciely when someone is ahead or not (taking in account the mules)

Everyhing is ingame time.

A Mule costs 50 energy to call down. Collecting 50 energy takes 1 min and 50 seconds (1.15 real time). Every Mule collects 270 minerals. This mean that every 1.50 min Terran can collect 270 minerals with his Mule.

4 harvesters collect in 250 minerals in 1.50 min. This means that protoss needs to have approximately 4 harvesters more than the Terran to be on even footing.

Protoss can Chronoboost every 25 energy. Every Chronoboost gives 50% time reduction for 20 seconds. A probe takes 17 seconds to build. So with one Chronoboost a Protoss can make 2 harvesters. Giving them a lead of 1 harvester comapred to the Terran player. This means that Protoss needs to spend 4 times 25 energy (100 energy) on Chronoboosting his harvesters.


edit:
On January 24 2011 23:17 freetgy wrote:
Chronoboost makes buildtime faster by 50%
not 100%
so the buildtime is not cut in half but 2/3 (if you constantly chronoboost)

so 1 Chronoboost on probes gives you a buildtime reduction of 10s
meaning if you build 2 Probes: which usually take 2*17=34s
it know takes 24s, so the advantage is 10s more mining time by each chronoboost.
(taking into account if both players build constant workers)


In a normal opening for Protoss (13 gate 13 gas), he will have collected 100 enegry on his Nexus and the needed 200 minerals for probes to Chronoboost 4 extra probes at the 3.15 min mark.

With A normal opening from Terran (12 rax, 13 gas, 15 Orbital Command), the Terran will have his first Mule at presicely 3.15 min.

Now we have concluded that at the 3.15 mark both the Terran and the Protoss are about even (Terran has his Mule, Protoss has 4 extra probes). The Terran collects 20 minerals more every 1.50 min (everytime he can drop a mule) than the Protoss. The Protoss also needed to pay 200 minerals for his probes + their food costs (lets say 40 min) while the Terran only needed to pay 150 for his orbital command. The Terran is a little bit in the lead, but the Protoss can still Chronoboost out more probes or spend it on other things, while the Terran needs to drop his Mule everytime to stay on even footing.

(obviously the Protoss will need to chronoboost 4 more probes out everytime the Terran makes a new base to stay on even footing)

Conclusion
From now on you will know when playing or watching a stream that Protoss needs to be ahead by 4 harvesters for every Orbital Command the Terran has.

Early game both the Terran and the Protoss are on approximately even footing with the ability for the Protoss to get a little bit ahead (income wise) if he chooses to chronoboost more probes than the first 4.

The more Orbital Commands the Terran gets out, the more he will get ahead (army wise) because he will need less workers overal.

Edit:
On January 25 2011 00:54 MERLIN. wrote:
um mules also harvest on saturated minerals, meaning those 4 probes mean nothing on a mineral line of 25 probes because they dont get anymore time but 25 scvs plus 1 mule = 29 scvs : D


On January 25 2011 18:29 ShadowIord wrote:
You forget the fact that protoss dont need to waste time with probes building while the terran have to waste a svc per building.


Someone posted that 2 harvesters on mineral patches work 100% while the 3rd harvester on a mineral patch only works on 20% capasity. I cant find the post anymore. If I see it I will add it.

Hope you could follow it a little and that I have helped some of you with this little insight

Edit: Interesting post about chronoboosted probes:

On January 26 2011 01:18 Obsolescence wrote:
It takes ~40 seconds to gain the energy for chronoboost (working off of queen energy regen rate 0.625 energy/sec). First probe arrives 5.666 sec earlier. Second probe arrives [5.666 + 4.333] sec earlier. Every future probe will also arrive [5.666 + 4.333] seconds earlier until the next chrono boost where the third CB probe arrives [5.666 + 4.333 + 0.333] sec earlier with the fourth arriving [5.666 + 4.333 + 0.333 + 5.666] sec earlier. You can't just say, "the advantage is 10s more mining time," because the advantage is cumulative per probe.

Time 0:40, begin CB and probe.
CB Probe #1: spawns at 0:51, +5.666 sec mining time
CB Probe #2: spawns at 1:04, +10.00 sec mining time
Time 1:20, begin 2nd CB.
CB Probe #3: spawns at 1:21, +10.33 sec mining time
CB Probe #4: spawns at 1:32, +16.00 sec mining time
CB Probe #5: spawns at 1:45, +20.00 sec mining time
Time 2:00, begin 3rd CB.
CB Probe #6: spawns at 2:01, +20.66 sec mining time
CB Probe #7: spawns at 2:13, +26.33 sec mining time
CB Probe #8: spawns at 2:26, +30.00 sec mining time

Assuming a mining rate of 1 (actual value ~0.95 min/sec with 2 per patch), the probes listed here will generate roughly 130 extra minerals. If at this point you stop CB'ing probes, all future probes from this nexus (assuming constant production) will still have a bonus 30 seconds of mining time.

The mule ability generates minerals at a rate of ~270 minerals per 80 seconds or 3.375 min/sec.
With 3 CB's, the probes gain extra mining time which equates to 130 minerals for the first 176 seconds and 30 minerals per ~13.5 seconds. This works out to be roughly 3.2 min/sec. With 4 probe CB's the rate becomes ~4 min/sec.

CB starts earlier, has a higher income potential off 1 nexus/OC, but once you stop constant probe production / reach saturation the OC takes the lead because it's income is not dependent on the number of mineral patches available. In the end game, the mule is better for income, but the CB is better for everything else.


Edit: Another interesting post!

On January 26 2011 04:14 Lurk wrote:
While trying to develop a model for this i found out that scv's not mining during building is actually a huge factor to consider. Over the course of the first 6 minutes, a terran would have an average of 1.5 scvs building and not mining. This is what i came up with so far:

Assumptions:
- Terran will open 1/1/1
- Protoss will do 2 gate robo
- both will get 1st and 2nd gas at the same time and put 3 workers in there once finished
- both will produce workers non-stop
- scvs building a building will not mine
- both players will scout and thus have one worker not mining for the duration
- mules will be used nonstop
- cb will be used first at 1:10 and afterwards once you have enough energy and always on probes
- workers traveling to build buildings is not accounted for since both the terran and protoss suffer from it.

The result so far is that after 6 minutes gametime, the protoss will have a slightly oversaturated main with 31 workers and the terran will have 24 workers and one mule. Both will have mined exactly the same amount of gas (581). The terran will have mined 3228 minerals until now and spent 1050 on svcs/oc, netting 2178 minerals surplus. The protoss will have mined 3539 minerals and spent 1250 on probes, netting 2289 minerals surplus. So in this scenario, the protoss has 111 more minerals at his disposal after 6 minutes. However, he has to expand earlier, due to already being saturated.

However, even if the protoss stays on one base after being saturated (30 probes) and just stops probe production, he will still be ahead in total minerals mined once the terran hits saturation at about 7:30 gametime. At this point it's 3230 (terran) vs 3536 (protoss) minerals surplus.

Even though this is a simplified model i think it shows that both cb and mule are comparable and if at all, the protoss has a slight advantage.



Re-edit: "Mules can harvest together with scv's"
This isnt what the original post is about and there is not any explicit knowledge about this subject, but a lot of people want to argue about the fact that Mules can mine together with scv's. I have talked with some all-round Terran players about this subject and will put our opinions in the threat (or is it Thread? :p)

First thing to take in to consideration that this has all to do with the late game. Not early game because if u want to do an 1 base all in or two base all in you will probably not fully saturate your bases anyway.

You need to see your Mules as a core mining unit, not a unit that gives you extra minerals that you wouldnt get (wouldnt need) in a normal game.

You need to think about how many workers you want to make. Most players will have two running basis at a time, this will give a need of 60 workers. (by the time you get your third your first will be mined out etc.) You will have around 3 bases when u get to the 60 harvesters. This means that Terran can make 48 scv's (3 mules are comparable to 12 workers = 12 food), then stop, and have 2 basis at a time running.

Most Terran however will make the full 60 scv's and ues the OC's for scans instead of Mules, or they will take a 4th/5th base sooner and Mule that base instead of using scv's.

An argument to this is that instead of muling from a 4th or 5th base you can just mule from the two running bases. Obviously its a matter of what u like best, but the two running bases will dry up much sooner making you still need to get a 4th/5th base running sooner then your opponent.

So in our opinion being bale to mule and harvest with scv's from one base wont really give you an advantage. The advantage may in the fact that you can have a larger army while mining the same as the opponent or have the same army but mine faster than the opponent in late game.
Always look on the bright side of life
siri
Profile Joined November 2010
Portugal129 Posts
Last Edited: 2011-01-24 13:39:20
January 24 2011 13:36 GMT
#2
mules are good because they can harvest simultaneously with scv's, which means you can increase your mineral income after the 24 worker saturation
while chronoboost lets you saturate your bases faster with probes

so in equal bases, that are already saturated, mules gives you a mineral income advantage
while chronoboost is good if you have bases that are still to be saturated

thats all you need to know
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 24 2011 13:41 GMT
#3
On January 24 2011 22:36 siri wrote:
mules are good because they can harvest simultaneously with scv's, which means you can increase your mineral income after the 24 worker saturation
while chronoboost lets you saturate your bases faster with probes

so mules are good if your base is already saturate
and chronoboost is good if you have bases that are not saturated

thats all you need to know


Its a way to put it.
I like knowing why something is good or isnt good.
but u normally get your second base before your first is fully saturated and your third when ur first is running out.
Also you dont want to mule from a fully saturated base becuase it will drane the base to fast, always Mule on new bases.
Always look on the bright side of life
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
Last Edited: 2011-01-24 13:49:38
January 24 2011 13:43 GMT
#4
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.

Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 24 2011 13:44 GMT
#5
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??
Always look on the bright side of life
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
Last Edited: 2011-01-24 13:52:51
January 24 2011 13:49 GMT
#6
On January 24 2011 22:44 Deckkie wrote:
Show nested quote +
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not really accurate. Because P has to spend 200 extra minerals per OC to stay even in income.
BrahCJ
Profile Joined January 2011
Australia659 Posts
January 24 2011 13:52 GMT
#7
On January 24 2011 22:44 Deckkie wrote:
Show nested quote +
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


I think he got to the maths part of the OP and stopped... Which is a shame, because clearly he could use some rational argument.

Good break down. Once scans have to be used (and they do.) I think it'd be somewhat close. There is no denying of the power of Mules for huge spikes, ie; saving up 2x orbitals (8 mules) for when your gold is ready. Protoss just CAN NOT spike like that. The positive of chrono is obviously being able to bust out units and upgrades, but also the mule has a HUGE target on their forehead.

However, if I had to choose, I'd say I'd take the mule.... Although I often wish I could chronoboost stim out
Play the games!
BrahCJ
Profile Joined January 2011
Australia659 Posts
January 24 2011 13:52 GMT
#8
On January 24 2011 22:49 Sm3agol wrote:
Show nested quote +
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.



Orbital commands are not free.
Play the games!
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 24 2011 13:53 GMT
#9
On January 24 2011 22:49 Sm3agol wrote:
Show nested quote +
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.


Well if U did read the OP you should know that I talked about it and put it in to account ...
Also think about that after 25 energy protoss will have 1 extra harvester for a while than after 50 2 than after 75 3 and after 100 when they have 4 it will be the first time Terrran drops a mule.
Always look on the bright side of life
canikizu
Profile Joined September 2010
4860 Posts
January 24 2011 13:54 GMT
#10
Upon the mule die: 12000 (8 batches of mineral x 1500, 16 batches if that player FE) - (mineral left in batch 1 + min left in batch 2 + .....) = Total minerals harvested until the mules die.

If you use that fomula and track down the first 3 mules, you'll see that Terran's income is always lower than Protoss's EVEN WHEN Terran use mules. If for some reason Terran uses the scan, he will 100% be behind economically.

Of course the advantage of mules is it can harvest the same batch with the scvs, but unless the Terran is being contained or commits to 1,2 base play, he rarely use mules on saturated bases but save energy for scan.


Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 24 2011 13:58 GMT
#11
On January 24 2011 22:52 BrahCJ wrote:
Show nested quote +
On January 24 2011 22:49 Sm3agol wrote:
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.



Orbital commands are not free.

150 mins is nothing in comparison to a free 270 mins every 90 seconds. Heck, the first MULE you drops gets you that back.



And I guess I really worded my other post really bad, and didn't make another point I meant to make lol.


P has to spend 200 minerals and chronoboost to stay even in income with a t, while this also deprives him of being able to chrono upgrades and units, which will put him behind in the unit department. Pure math-wise, I know what he's saying, but T doesn't have to use his "economy ability" to keep his army up to date, he's free to spam MULEs all game, because they don't affect army. While early game, if P doesn't use chrono on things like warpgates, then they can be pretty behind in army, as it kills most of their early attack timings.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
Last Edited: 2011-01-24 14:10:34
January 24 2011 14:09 GMT
#12
On January 24 2011 22:58 Sm3agol wrote:
Show nested quote +
On January 24 2011 22:52 BrahCJ wrote:
On January 24 2011 22:49 Sm3agol wrote:
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.



Orbital commands are not free.

150 mins is nothing in comparison to a free 270 mins every 90 seconds. Heck, the first MULE you drops gets you that back.



And I guess I really worded my other post really bad, and didn't make another point I meant to make lol.

You will already have your 4 extra probes out before your gateway is even finished... So you can ctually spend your Chronoboost on other things while Terran needs to use all his energy for mules.
P has to spend 200 minerals and chronoboost to stay even in income with a t, while this also deprives him of being able to chrono upgrades and units, which will put him behind in the unit department. Pure math-wise, I know what he's saying, but T doesn't have to use his "economy ability" to keep his army up to date, he's free to spam MULEs all game, because they don't affect army. While early game, if P doesn't use chrono on things like warpgates, then they can be pretty behind in army, as it kills most of their early attack timings.


Edit: okey adn now with comment...
You will already have your 4 probes out before your first gateway is finshed (or roght around that time) meaning that u can use your chrono on other things while the Terran needs to spend alll his energy on muling.
Always look on the bright side of life
coko
Profile Joined November 2002
United Kingdom570 Posts
January 24 2011 14:11 GMT
#13
On January 24 2011 22:58 Sm3agol wrote:
Show nested quote +
On January 24 2011 22:52 BrahCJ wrote:
On January 24 2011 22:49 Sm3agol wrote:
On January 24 2011 22:44 Deckkie wrote:
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


Yes. I'm saying that what op is saying is not accurate. Because P has to spend 200 extra minerals per OC to stay even in income.



Orbital commands are not free.

150 mins is nothing in comparison to a free 270 mins every 90 seconds. Heck, the first MULE you drops gets you that back.



And I guess I really worded my other post really bad, and didn't make another point I meant to make lol.


P has to spend 200 minerals and chronoboost to stay even in income with a t, while this also deprives him of being able to chrono upgrades and units, which will put him behind in the unit department. Pure math-wise, I know what he's saying, but T doesn't have to use his "economy ability" to keep his army up to date, he's free to spam MULEs all game, because they don't affect army. While early game, if P doesn't use chrono on things like warpgates, then they can be pretty behind in army, as it kills most of their early attack timings.


But it isn't 200 minerals straight away, it is 50 in a 10/15 second period. So the first probe is mining 3 more probe building time's life, the second 2, the third 1.

Chronoboost also comes in 25 energy time slots, thus allowing two for every mule/scan/drop. (though drop is largely ignored/hated these days).

I do think mules in their current state are very powerful, and the fact they aren't affected by scv's is a huge benefit. I think just removing that could really change things.
THAmarx
Profile Joined December 2010
65 Posts
Last Edited: 2011-01-24 14:19:46
January 24 2011 14:16 GMT
#14
On January 24 2011 22:44 Deckkie wrote:
Show nested quote +
On January 24 2011 22:43 Sm3agol wrote:
MULES are free. Chronoboost just makes your 50 mineral units come out faster. MULE >>>>> chronoboost in the pure economy department. I think it's balanced out by being able to chronoboost upgrades and such though, not crying imba. Just don't say chrono makes P economy equal to Ts, because that is pure bs.


Did u even read the OP??


i don't think he did

but besides all your saying i missed one thing.
that is the buildtime of the orbital command and the amaunt of probes P can make in that time and t cant make scv's.

my personal experience with tvp is that t is behind in the start but p is behind when t's mineralline is saturated. Because yes mules can mine together with the scv's.
Even with this all i think it is pretty nice balanced since scv's need to spend time to build and probes just blurp in buildings and go get on those delicious minerals again.

the biggest advantage of mules:
players uderestimate 1 base 2cc+orbital play and think they are ahead because an expantion.
getting gold with mules.
having 4 workers for each orbital that die and reborn... so they live forever .


the things i like about chronoboost is you can use it on so much...
fast probes
fast units
fast tech
if you made a mistake by not making so much of X, just chorno boost X.
Its makes protos very diverce.


arguments i always hear in the mule chronoboost larve inject
if you mis one your behind. And that is true. for all 3 things.
but all 3 race can compensate.
by using them later on something else.

terran can choose then to mine minerals later what is always bad.
but on the other hand terran needs them also for the lack of detection.


my conclusion is that sc2 is well balanced ... but every race has it downsides and upsides.
It is the player that know what these are and how to abuse them who likes this most
And people that don't know just use them to justify their loses to an other race because of the imbalance in sc2.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-01-24 14:22:16
January 24 2011 14:17 GMT
#15
well the problem comes in when, bases saturate.

on even bases, the terran has the economic advantage.
Chronoboost just gives you faster Unitoutput
but Mules give you direct Ressource output, which is of course way better.
Since having minerals now is better then later.

so too actually use chronoboost as an advantage, protoss actually has to expand more aggressiv then the opponent.

Which again can often be nullified due too strong early pressure by terrans.
M&M beeing mostly minerals heavy helps them here alot.

but in the end it is just a different Macromechanic.
(though i would prefer mules)

Also on a sidenote:
Chronoboost makes buildtime faster by 50%
not 100%
so the buildtime is not cut in half but 2/3 (if you constantly chronoboost)

so 1 Chronoboost on probes gives you a buildtime reduction of 10s
meaning if you build 2 Probes: which usually take 2*17=34s
it know takes 24s, so the advantage is 10s more mining time by each chronoboost.
(taking into account if both players build constant workers)
Jumbled
Profile Joined September 2010
1543 Posts
January 24 2011 14:18 GMT
#16
Chronoboost makes research or unit production run 50% faster for 20 seconds. This is not the same as a 50% time reduction. Fix your maths and try again.
Karn3
Profile Joined December 2010
United Kingdom134 Posts
January 24 2011 14:20 GMT
#17
I much prefer the versatility of chronoboost over a mule, and, realistically, not every once of energy is used on a mule. A lot is used on scans, and hell some poeple even use energy for the supply drop thingy. Also the instant access to chronoboost as supposed to waiting for OC allows you to take an early lead on probes and other stuff.
Gabriel_reaper
Profile Joined December 2006
Czech Republic41 Posts
January 24 2011 14:22 GMT
#18
In my opinion mining is the least that Chrono/OC can provide...
yes, you will get more minerals, more army, more stuff, but as you go through mid game gas is the resource that matters the most...

And ofcourse, Mule wont "give" you minerals, just make them mine faster -> you will be mined out faster. Supply drop will "give" you 100 minerals efectively.

And value of chronoboosted army/upgrades is mostly underestimated but in my opinion is more valuable than resources.
Broken english FTW.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-01-24 14:27:28
January 24 2011 14:24 GMT
#19
The biggest advantages of the MULE are being talked about in this thread, but weren't mentioned in the OP at all.

-MULEs can harvest minerals on top of SCVs

This means a fully saturated base of 24 workers on minerals, 6 in each gas is FAR better for a Terran than any other race. But acting like this only happens at 24 workers is already wrong. From the very first MULE you drop, it should be dropped on the closest mineral patch, and once you start getting 11+ workers on minerals (close patches can only fit 2 workers), each worker after that starts becoming less and less of an economic gain.

MULEs completely ignore this and just mine right over the top of whatever SCV is on that patch.

MULEs give an even bigger income % per drop if you have more than 11 workers on the mineral line.


-MULEs don't take supply

You say that Protoss player spent his 200 minerals and gets the consistant probes, that makes him even with the 150 mineral cost of the OC. But what you forgot was the 50 minerals worth of pylon that you took up. This adds to the awesome of the MULE from the very beginning of the game. So while the other races get to spend 250 minerals on equivalent harvesting (remember, it's not really equivalent because we have more than 11 workers on the mineral line) Terran can put that money into another Barracks and get himself even further ahead in the supply count.

This could get even worse in the late-game, though I haven't seen anything to that effect just yet. Supply is hard capped at 200. A Terran could build 10 OCs, live off MULE harvesting, and add those 40 supply worth of SCVs to their army. The best part? The OCs can be anywhere on the map, and they give supply to boot, 1.375 depots worth to be exact, not a bad deal at all.


-Terran will eventually have to spend his energy on scans!

Who said that's ever required? Does Terran not have Ravens, Turrets, EMP, and Sensor Towers all to help with their scouting, zoning and detection? Not even counting scans, Terran has twice as much detection capabilities as either of their opponents. Scans are used because they're just hands down better than the rest. Scans aren't a detriment to MULE income, they're a bonus to Terran awesome and used completely by choice. Forced scans only exist because Terrans can CHOOSE not to use the other methods of detection that are so required by the other races.

And my personal favorite that nobody seems to pay attention to:

-MULEs can't be harrassed!!

"OMG what? But mutas kill my MULEs ALL DAY!!!

Or... at least they did for that 90 seconds... then I just called down another one... cuz I got skills like that."

That's right, Kill 4 workers, you cost your opponent 200 more minerals + worker production time (or army production for Zerg) + mining time that can never be made up. Kill a MULE, you cost your opponent 50 energy + mining time that can never be made up. One of these things cost less than the other. I'll let you try to figure that out.




TLDR: Chrono is OP
As it turns out, marines don't actually cost any money -Jinro
olmaster
Profile Joined January 2011
Netherlands11 Posts
January 24 2011 14:31 GMT
#20
Probes live 4eva....Mules will die!
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