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[D/H] The end of Supply Depots?

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 All
 
 30to1   December 02 2010 17:12. Posts 105
Profile # 
So this thread has sort of exploded and it seems that it only took two days for this to (some degree according to the replies) enter the meta. The Artosis/TeamLiquid tweets really pushed it over the edge. Over the next few weeks people will use it, test it, and the community will evaluate its overall worth by ... trying it in games and either winning or losing. So good luck, I hope this was worth while, and here is the information that I can help give you guys while trying it out.

NOTE - Based on most of the responses I don't think people got many of the reasons this is so good. So I've simplified the shit out of it and focused on what I think the long term less gimmicky use of this is. For those curious about the original numbers that lead me to this post - see spoiler at end.

Why is the OC special?

In the past, there were only three ways to generate income.
[image loading]

SC2 has given us a fourth income generating unit. It is the only one of its kind.
[image loading]

The MULE itself might be the little thingie that carries minerals around, but the thing thats actually special is not the MULE, its the OC itself. The reason? Oversaturation and the fact that the MULEs themselves are renewable for no mineral cost after your initial 550 investment (in other words, the MULEs themselves are disposable).

Every Orbital Command you build should provide you will a income of ~180/m per minute every minute. It does not matter how many workers are harvesting and it does not matter where you build or position that OC. It can still generate this income as long as you have a base, any base, anywhere, within walking distance of a mineral patch. It does not matter if a hellion fried a mule 5 minutes ago, it does not matter if you have 0 minerals and have nothing but a single OC. Every 90s an OC will bank 50 energy you can use to place a mule anywhere on the map. It doesn't even matter if you forgot to get your minerals for a few minutes - the OC will bank 4 income boosts if you forgot about it for a while, or if you just want to give yourself a sudden burst of 540/m per minute over the next 90 seconds.

Do not think of an OC as you would anything else in SC, it is fundimentally different. The OC is itself an income generating structure. Every 90 seconds an OC will generate you a little mechanical income boost (regardless of where it is or how many workers you have). Note: because OCs generate 50 energy at ~85 seconds there is a period of overlap between two mules, although I constantly cite OC income at ~180/min its closer to ~200 - OC income is higher than MULE income.

OCs are really good.

Can 4 OCs alone be better than a saturated expansion?

Yes. 4OCs will generate an income equal to a saturated expansion but there is more to it. Let's compare the options for generating 800/m/minute (worker costs are food adjusted @12.5 - no adjustment was applied for supply value of base).

~800/m/minute
[image loading]
This costs 1900 minerals / 24 supply

~800/m/minute
[image loading]
This costs 1800 minerals / 24 supply

~800/m/minute
[image loading]
This costs 550 minerals / 0 supply

Admittedly, this is a favorable oversimplification depending on your perspective, to get those 4 mules working constantly you need 4 OCs. With a bit of a discount considering you start with one CC, getting 3 addl OCs will cost you 1390 (food adjusted cost @12.5 per food not including first CC in food discount or build cost). That doesn't seem that great, sure you save a 400-500 minerals - but not game breaking.

The difference is in exposure and vulnerability. Look at those three bases and the costs under them. Thats how many minerals you're risking on your expansion. The real cost of an expansion is not the 3-400 minerals to build the base, the real cost is in the 1500 minerals to build the workers and the eight minutes it takes to replace them if they die.

Because an OC/MULE only expansion is nearly risk free compared to other bases and they fly you can take risks with them that you never would have dreamed of with a real expansion. The reality is, if a big threat drops and stims on your door and kills all your mules, it sucks, it hurts, and yeah, it might lose you a game. But often, you can just lift the thing, stick it somewhere else, call more mules and be just fine.

OC Farming is superior to a normal expansion since it carries less Risk. That means you can be more aggressive about 'expanding' to vulnerable areas - including gold expos or corner locations.

How does this fit into Supply Depots?

Every time you build a supply depot, you spend 100 minerals. Once built, those minerals are lost forever. They're just a burden and they die easy. A OC provides you with 137 minerals worth of supply, has a ton of hitpoints and unlike a supply depot will pay for itself in 3:20.

In an ideal world, you should absolutely never build a supply depot.

The reality is that you will have to build at least a couple supply depots in order to live long enough for an OC to pay for itself (I got a little over excited with my first post ;D). That said, every time you build a depot, you should be aware of the fact that those minerals could have been better spent on more OCs. That in the long run those OCs will catapult you ahead of your opponent.

Keep that in mind with every supply depot you make. Each one is a delay in OC Farming, the long term benefit in opting for OCs over Depots (where feasible) is very real.

How effective can OC Farming be?

Because your OC Farm can be very defensively positioned (you can actually use the OCs to wall off), OC Farming allows you the additional income of an expansion without the additional vulnerability. Because OCs can fly - they also give you tremendous flexibility in repositioning your current MULE fest.

There's a tremendous amount of flexibility in how this can be used. I think that it should be strong incentive to take a natural early and I predict terran FE may become really popular. With it, you should be able to produce the income of three or four bases much faster and much safer than any other race. Your MULE income off of the main and FE alone will be half of a third, and that should be a big appeal.

Some people may try to use a 4-8 OC mega push and play mass macro style. Frankly, I think this could be viable mid or late game. Sure you will lose at cost, but you can realistically double your opponents income so just throw 60 marines at him every minute, most will die, but your income will replace losses faster, and because you can reposition your expos at will with low risk you can mine shit out with less concern.

Or you could just play fairly standard and is drop a couple extra OCs if it looks like the game will go past 10 minutes. You should start to dramatically pull ahead in income compared to any other race with considerably less supply used in workers and with dramatically risk.

As this develops, I'll add more edits with notes, builds, replays, etc.

Some Replays and comments about games posted around page 18...

+ Show Spoiler +

If you have replays - feel free to PM me and I will include them, win or lose, top diamond or low bronze.

gongryong has put together a little FAQ - his comments mostly revolve around helping to clarify the first version of this post - which was much more extreme and focused on a more committed early OC all in - but I thought his points were still good. If he (or anyone else) wants to update or contribute to this, please feel free to PM.

FAQ

1. Please summarize what is this strategy/build all about?
+ Show Spoiler +

2. Do you mean i DO NOT have to build depots AT ALL?
+ Show Spoiler +
3. So you just build the initial depot and spam OC all the way?
+ Show Spoiler +

4. What about scvs?
+ Show Spoiler +

5. What are the weaknesses of this strategy?
+ Show Spoiler +

6. Do you have replays to prove it?
+ Show Spoiler +



Original post for those curious as to how this got started...

+ Show Spoiler +
EDIT 2:
12/2/10
- I want to claim the phrase "Farming OCs" as this is essentially what this is all about.



Last edit: 2010-12-05 10:13:45
Old Post

 
 twalf   United States. December 02 2010 17:15. Posts 10
Profile # 
and then you're mined out. crap. at least you can float all your 550-mineral orbitals around to confuse your opponent
Old Post

 
 30to1   December 02 2010 17:19. Posts 105
Profile # 
I think the optimal strategy is a 100% all in at around 12 minutes. This would include all scvs - since they're really sort of unnecessary at that point. But truth is - you can just fly CCs all over the place, land, throw down nothing but mules, lift if theres any remote threat... with around 8 CCs it doesn't really matter if one or two die since your workers were free.

Honestly, this has the potential to break the game - it redefines how the fundamental mechanics and balance of the game work. The trick is figuring out how to keep alive for around 9 minutes while building command centers. I think planetary fortresses may have a legit role here.

Again, I am going to have replays and shit when I get more time.
Last edit: 2010-12-02 17:22:22
Old Post

 
 pfods   United States. December 02 2010 17:20. Posts 895
Profile # 
...this renders me speechless, but i'm still going to try it out and see if i can make it viable.
Old Post

 
 pingy[wen]   United States. December 02 2010 17:23. Posts 156
Profile # 
or you can float them around to other bases to mine them...
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 zeehar   Korea (South). December 02 2010 17:24. Posts 2473
Profile Blog # 
don't command centers build much too slowly to keep up with the ramped up unit production you're meant to enjoy with this income?
I AM THE UNIVERSAL CONSTANT
Old Post

 
 ChineseWife   United States. December 02 2010 17:24. Posts 371
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It's not april yet
Oops I made no units
Old Post

 
 Nihilnovi   Sweden. December 02 2010 17:24. Posts 677
Profile # 

On December 02 2010 17:15 twalf wrote:
and then you're mined out. crap. at least you can float all your 550-mineral orbitals around to confuse your opponent


And you are 100+ food ahead of the other player, since he hasn't even mined half of his minerals on 2 bases =)
Old Post

 
 Shlowpoke   United States. December 02 2010 17:25. Posts 102
Profile # 
First off, I'd like to say that it's awesome to see all the math for this. Well done, sir.


On December 02 2010 17:19 30to1 wrote:Honestly, this has the potential to break the game - it redefines how the fundamental mechanics and balance of the game work. The trick is figuring out how to keep alive for around 9 minutes while building command centers. I think planetary fortresses may have a legit role here.

Whoa, whoa. Calm down a sec. That sounds a big extreme. Try that out, sure. But after that try to think of a more gradual approach, because if you can get to a mid or late game where you don't have to spend any supply on workers, you can have a pretty large Terran ball.
Old Post

 
 MementoMori   Canada. December 02 2010 17:25. Posts 419
Profile # 
Very interesting and well thought out post. This kind of idea had occurred to me before, but since I don't play terran I didn't have any motivation or reason to test it out. I can't really think of any reason why this wouldn't work to be honest. A little worrying haha
for the world is hollow and I have touched the sky
Old Post

 
 tigerflux   United States. December 02 2010 17:28. Posts 20
Profile # 
How many cc's can you fit on the average island expo..ie lost temple or desert oasis. Considering they can fly and take no space while gaining mama over time is broken. I would like to see this used in replays
Whatever happens. Have no regrets.
Old Post

 
 Zzoram   Canada. December 02 2010 17:28. Posts 6758
Profile # 
I considered this but always assumed command centers take too long to build for this to be viable. That plus Orbitals are huge and you can't burrow them so they make moving around in your base way harder.
Old Post

 
 theherder2   United States. December 02 2010 17:30. Posts 537
Profile # 
I think that you're ignoring one of the essential timings to this, which is the time it takes to build a command center, especially your first one or two. Yes, the mules will pay for them later but you're leaving yourself a lot of timings in the early game when you are investing heavily in command centers to 1. get mules/workers 2. get supply. all those minerals could have gone to more barracks or more marines or both, so if a competent player sees this type of build, he can just rush you to death.

this is if you're cutting out all supply depots as said, so you're trying to build your first CC at 14 supply ish. Still this is me theorycrafting... so good luck with it!
Old Post

 
 FXOdesRow   Canada. December 02 2010 17:31. Posts 2339
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this is sick : (
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Old Post

 
 Shikyo   Finland. December 02 2010 17:31. Posts 20160
Profile Blog # 
This sound like an awesome strategy if you center it around a gigantic ~20 worker, 180 supply army 200/200 attack off 2 bases when maxed. So you basically skip workers for almost everything but gas and spam mules and get an insanely powerful max and then attack, and while attacking you can triple expand or something.

So basically a great idea, I'd love to try this.


On December 02 2010 17:30 theherder2 wrote:
I think that you're ignoring one of the essential timings to this, which is the time it takes to build a command center, especially your first one or two. Yes, the mules will pay for them later but you're leaving yourself a lot of timings in the early game when you are investing heavily in command centers to 1. get mules/workers 2. get supply. all those minerals could have gone to more barracks or more marines or both, so if a competent player sees this type of build, he can just rush you to death.

this is if you're cutting out all supply depots as said, so you're trying to build your first CC at 14 supply ish. Still this is me theorycrafting... so good luck with it!

Meh, you can just do 1rax cc normally and build one extra depot.
Last edit: 2010-12-02 17:32:21
"I shall wait for you in death's halls, my Love (love love love love~)"
Old Post

 
 deji   Estonia. December 02 2010 17:35. Posts 43
Profile # 
Well done, sir.

I will have to test this build out on the ladder.

Also, I don't get why you would have to move them around in your base. Just plant them down in the corner with some Sim City placement, you don't actually have to float all of them anywhere, just float one over to an expansion and mule there.
Last edit: 2010-12-02 17:37:38
Old Post

 
 Krayze   United States. December 02 2010 17:38. Posts 208
Profile # 
It takes a long time to build up your CC count in the early game. A possible answer is walling with the CC's and building up tanks behind them. Still gotta worry about the air so marine/tank maybe?
Old Post

 
 30to1   December 02 2010 17:39. Posts 105
Profile # 

On December 02 2010 17:31 Shikyo wrote:
This sound like an awesome strategy if you center it around a gigantic ~20 worker, 180 supply army 200/200 attack off 2 bases when maxed. So you basically skip workers for almost everything but gas and spam mules and get an insanely powerful max and then attack, and while attacking you can triple expand or something.

So basically a great idea, I'd love to try this.


Show nested quote +


Meh, you can just do 1rax cc normally and build one extra depot.


I think the advantage would max at around 12 minutes if its possible to get a ~3k income at 10 without getting killed. My first not shitty build had mined a total of 10,700 minerals at exactly 10 minutes, stopping CC production here and just spamming army/mule would mean around 16,000 minerals worth of crap at 12 minutes. That should honestly just be more than any other race can possibly handle.

Old Post

 
 30to1   December 02 2010 17:43. Posts 105
Profile # 

On December 02 2010 17:35 deji wrote:
Well done, sir.

I will have to test this build out on the ladder.

Also, I don't get why you would have to move them around in your base. Just plant them down in the corner with some Sim City placement, you don't actually have to float all of them anywhere, just float one over to an expansion and mule there.


This is still extreme theory. I would try various builds out first to figure out how to make it reasonably survivable first (obviously).

I will also post my best build when I get a little more time to try out more shit - again I think fitting in an engineering bay and PF early on might be a good way (PF is the most cost effective defense in game, especially since your scvs aren't really needed to continue income).
Old Post

 
 Roban   Netherlands. December 02 2010 17:44. Posts 73
Profile # 
This is a really nice idea, but I'm wondering about 1 thing.
How long does it take for an Orbital Command to pay itself back, starting from when you start building the command center, and including the mining time lost by the SCV building it?
I think the 90 seconds you stated with the MULE is a bit misleading.

Still, it might be very worthwhile to start using Orbital commands to build walls. I'm definitely going to try this out when I play Terran some time.
Old Post

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