Tashi0106 said:Hey so I just got SC2 a few days ago and being a guy who has played 2 RTS games ever, I'm in the practice league right now. I understand that the practice league maps are different from the ranked ladder matches and even the game settings are, even if they are slight. I've been looking up Terran build orders online and am wondering if they're effective even in the practice league.
I've been doing ok so far I feel like. I definitely am progressing even if I'm 0-4. In all the matches I've lost, I've had a bigger economy but I still get wrecked. Any tips would be appreciated.
ksan said:my life... holden x((
Posted from my iPhone
Tashi0106 said:Hey so I just got SC2 a few days ago and being a guy who has played 2 RTS games ever, I'm in the practice league right now. I understand that the practice league maps are different from the ranked ladder matches and even the game settings are, even if they are slight. I've been looking up Terran build orders online and am wondering if they're effective even in the practice league.
I've been doing ok so far I feel like. I definitely am progressing even if I'm 0-4. In all the matches I've lost, I've had a bigger economy but I still get wrecked. Any tips would be appreciated.
THIS IS WHAT TERRAN PLAYERS ACTUALLY BELIEVE.Q8D3vil said:mules are already inefficient compared to probes/drones/scv's.
a176 said:make mass marines
Pandaman said:THIS IS WHAT TERRAN PLAYERS ACTUALLY BELIEVE.
mules mine at the rate of 6 workers.ultron87 said:It's a stupid point but he isn't wrong. Mules have the potential to waste their last load of minerals by expiring before they drop it off. Other workers don't do that.
SCVs are perfectly efficient with no waste, MULEs technically have some waste and are therefore less efficient.
Drinking game atm...Hugoboss21 said:whats wrong yo, get on steam yo
Pandaman said:mules mine at the rate of 6 workers.
mules waste 30 minerals tops. [aka 10% of its mining value]
and only if they die in transit from the patch to the cc
ksan said:Drinking game atm...
and you're trying to ignore the costs of the units vs mule in the 'energy supplied to it' part.ultron87 said:Efficiency: the ratio of the useful energy delivered by a dynamic system to the energy supplied to it
Pandaman said:and you're trying to ignore the costs of the units vs mule in the 'energy supplied to it' part.
But thats probably why you went with #2 instead of #1:
effective operation as measured by a comparison of production with cost (as in energy, time, and money)
mules are not designed with an efficiency mechanic. mules are less efficient in your claim in the sense that drones are less efficient because they can get hellion'd with minerals in hand.ultron87 said:Inefficiency was originally brought into the conversation by the post suggesting that Mules automatically waste 100 minerals per use. The term was being used to refer to wasted minerals from mining.
stop proving me right.But whatever, you just go on perpetuating your belief that every player of every non-Zerg race is dumb.
this what idra said....Pandaman said:THIS IS WHAT TERRAN PLAYERS ACTUALLY BELIEVE.
yeah, you can watch players fpv if you get ign prime and it looks so good.nilbog21 said:Man, IPL is so fucking nice. I hear you also get First person view if you get a pass? This shit blows GSL out of the water @_@
I wonder why IGN is investing so much into SC2
when it does happen its due to bad mineral patch placement [like xel naga end patches or gysers on metal], its not normal function of the mule.Q8D3vil said:this what idra said....
he was commentating tvp between hasu and tarson when tarson built tons of oc and start sacrificing scv's hasu had better economy because mules are not efficient at mining as an actual scv.Pandaman said:when it does happen its due to bad mineral patch placement [like xel naga end patches or gysers on metal], its not normal function of the mule.
for example, if you only muled a base on xel naga, you'd lose 370minerals from the end patches [2.5% of the total field]. if you just never muled the ends, you'd never lose anything. idra was misinformed. :\
and he was wrong. if hasu had better income it would be a combination of tarson missing his mule drop timings or sacrificing more scv's than his number of orbitals would properly dictate. player error.Q8D3vil said:he was commentating tvp between hasu and tarson when tarson built tons of oc and start sacrificing scv's hasu had better economy because mules are not efficient at mining as an actual scv.
Q8D3vil said:people hate mules because even when zerg or protoss all in the terran and kill tons of scv's, the terran will still have a chance to come back because of mules.
then your right and idra is wrong, its not like the first time that happensand he was wrong. if hasu had better income it would be a combination of tarson missing his mule drop timings or sacrificing more scv's than his number of orbitals would properly dictate. player error.
i don't like the whole inject/mule/chrono mechanics because in the end people will bitch about something ( mules currently ) while neglecting how good the other mechanics are ( protoss just discovered 2 forge mass chrono upgrades into HT in tvp ).Actually it's the other way round. People hate when a terran brings all his scv's and then keeps mining with his mules.
Personally i don't mind the different mechanics for each race.
Q8D3vil said:i don't like the whole inject/mule/chrono mechanics because in the end people will bitch about something ( mules currently ) while neglecting how good the other mechanics are ( protoss just discovered 2 forge mass chrono upgrades into HT in tvp ).
its just so stupid and can't seem to balance all the stages of the game.
Deadman said:yup. from reddit.
Q8D3vil said:even when i play tvz or tvp 2 base vs 2 base the resources in the end are the same, mules just barely let you catch up to your opponent, its a bad game design but that is how the game works.
at some point in the early game if both T and P FE in the same time protoss should have 7-8 probes lead the entire time at least, mix in the fact that terran players will stop throwing mules at a certain point between 10-12 minute mark so they can save scans when they want to attack or drop harass.Vaporak said:Just so we're clear here, this is factually wrong (in the general case). Mules don't "just barely let you catch up to your opponent"; very quickly, OC'd mining bases have brought in more minerals at a given time period then Nexus'd mining bases. I also don't agree that it's necessarily a bad design decision, thought I don't think it's one that goes well with Terran.
111 was around for ages too, so protoss player just become worst with timeLol wut. That build has been around for ages and ages, GSTL terrans for some reason didn't punish it.
I don't really like the new macro mechanics stuff they introduced either. The only well balanced and well designed one is chronoboost imo but even that falls off lategame.
Q8D3vil said:at some point in the early game if both T and P FE in the same time protoss should have 7-8 probes lead the entire time at least, mix in the fact that terran players will stop throwing mules at a certain point between 10-12 minute mark so they can save scans when they want to attack or drop harass.
Byun to zenex? NOOOO....lolMairu said:
i guess its very clunky mechanics.Vaporak said:Worker advantages rapidly level off in returns, mules don't. I'm not talking opinions here, this idea has already been tested; just google for that TL analysis of Macro thread. Terran income per unit time rapidly overtakes protoss's chronoboosted income per unit time for each OC base. TvZ is different and hard to easily measure because of zerg's highly volatile drone production and their tendency to be one base ahead.
woopsCorran Horn said:Byun to zenex? NOOOO....lol
Byun to Prime!
Corran Horn said:gaf sc2 cycle.
1) Never stop making workersTashi0106 said:So, my brother who doesn't really know much about games saw me playing SC2 last night and says, "oh what game is that?. I tell him. He started to flip out. "Starcraft, are you fucking serious?! You're one of those guys now?!" I told him that he's thinking of World of Warcraft. He said, "same shit, it has Craft in the name" I laughed and told him he's a fuckin retard.
Also, I skipped the practice league like you guys advised and played through the placement matches. I lost all of them and am at 99 Bronze League. That was expected. I do feel like I'm progressing though. I'm getting better with hot keys and actually just figured out that I can have more workers get Gas than the standard 1 after the refinery is built. Huge boost in my gas and solves the mystery of why people I play against get so many vehicles so quickly. I've only played Terran so far but Protoss is intriguing. I might give them a shot.
Hazaro said:He can muck around first and learn basics. Otherwise he will be in plat knowing only 1 build.
1) Never stop making workers
2) Try to get used to hotkeys, if you a new player GRID layout (q,w,e,r etc.) can work very well.
3) 2 workers per mineral patch for optimal mining, 2.5 for saturarated, 3 per gas. Too many workers on 1 base? Need another.
4) 3 or 4 production buildings per base allows you good production and tech. Only queue up 1 or 2 units at a time to spend your money effectively.
Tashi0106 said:Ok, so 2 per mineral, 3 per gas. So after that I basically want to build a new command center?
Tashi0106 said:Now, do I ever just want to have a standard barracks? You know, one that isn't with the reactor or tech'd up? I know early on you don't have much of a choice if you want to have multiple barracks from the start.
Tashi0106 said:I also have a question about the terminology and supply depots. I see a lot of build orders online and they say something like, 9 supply depot, 12 barracks, 15 barracks, 16 refinery blah blah blah. What exactly are they referring to? Is it the number at the top right? The 6/6 or 12/15? Whatever it might be. Supply depots effect that cap right? The max, what effects the first number? Is that the number of workers?
Tashi0106 said:Lastly, how often do I want to be building supply depots. I find myself getting hung up because of them sometimes and then I go ahead and build like 3 or 4 in a row just so that doesn't happen again for a while.
Thanks a lot!
I'd suggest a good solid 1 base opening so you don't die and can get into later games.Tashi0106 said:Whoa whoa whoa, Each actual mineral thing is different? I thought it was just one big strip that was treated the same. Wow, this game just keeps getting deeper lol.
I'm getting used to the Terran hotkey layout already and I don't want to change it up right now. I'm pretty good on a keyboard so I know that won't be an issue after too long.
Ok, so 2 per mineral, 3 per gas. So after that I basically want to build a new command center?
Now, do I ever just want to have a standard barracks? You know, one that isn't with the reactor or tech'd up? I know early on you don't have much of a choice if you want to have multiple barracks from the start.
I also have a question about the terminology and supply depots. I see a lot of build orders online and they say something like, 9 supply depot, 12 barracks, 15 barracks, 16 refinery blah blah blah. What exactly are they referring to? Is it the number at the top right? The 6/6 or 12/15? Whatever it might be. Supply depots effect that cap right? The max, what effects the first number? Is that the number of workers?
Lastly, how often do I want to be building supply depots. I find myself getting hung up because of them sometimes and then I go ahead and build like 3 or 4 in a row just so that doesn't happen again for a while.
Thanks a lot!