Can someone honestly tell me why terran has the supply drop ability? No other race has a get out jail free card for being bad at basic macro. Blizzard wants to balance the game on the pros but i havent seen maru doing a supply drop recently.
It only matters in lower tier leagues like gold (which i’m in). Protoss and zerg have way more vulnerable and important supply structures (scouting and powering production) but terran can drop supply. Just doesnt make sense to me and bad macro shouldnt have a crutch.
Because it makes my 2 fac cyclone build hit 10 seconds faster. And it has occasionally helped other hyper aggressive builds in the past. Maru has used early supply drops, not because of bad macro, but because it’s part of the build.
Also, it’s a part of what lets terran hold cheese very well, which is part of the race right now. Should it be almost impossible to kill a terran? Different topic. But supply drop is part of that andthus just cutting it would be a very noticable nerf at high level to how terran holds early Zerg aggression.
Do you mean dropping a free pylon, or boosting the supply of a Pylon. The former would be completely broken, the latter would be fair.
Terran supply structures are far more likely to be used in walls and require replacement.
Terran already has a longer build time on supply depots than Overlords or Pylons, and must use a worker to build them the entire time instead of using 1 larva or taking a fraction of a second from a probe.
Supply Drop gives Terran a little more flexibility between its macro mechanics. Zerg can use spawned Larva on anything, and Protoss can use Chronoboost on any unit or upgrade. Mules alone can only harvest minerals.
Negating a supply drop so you can instantly warp in 6 stalkers for the cost of a chrono-boost is fairly different than negating a supply drop so you can resume building Marauders one at a time for the cost of a mule.
Don’t think its fair to make the comparison. Especially when warp-gate unit buildup and larva buildup are quasi-recovery mechanics after getting supply blocked.
When a Toss gets supply capped, they (provided that have enough minerals/gas) pull a single probe and make a couple of pylons. When those pylons are done, they can warp in a round of u its and have some units, since being capped doesn’t stop cooldown.
Zerg players can be capped and SVVV, inject and once those OL pops (provided that they have the minerals/gas), replenish their larvae worth of units.
Terran gets capped: each Supply depot = an SCV.
Depot takes longer to build and they don’t have chrono/warpgate/larva.
So it comes down to difference races being different.
Also the supply drop aren’t free, they require a base depot so there’s a limiting factor. Also, Terran loses a lot more supply when one of those super depot gets destroyed.
Its a ‘free’ 240 mineral supply depot. Also, Protoss has chrono/frontloaded warpgate production and zerg has larvae production, which makes those two races much less punishing when your macro slips up. Also terran needs addons, which add delays and have to be specialized, and SCVs are gone during production, so dropping down more production comes with more of an opportunity cost.
And before anyone comes with the shortsighted argument that other races dont got an equivalent of mules and therefor they are free: Terran production is balanced around that mineral boost. Its not ‘free’ money, you are expected to mine it and losing mules would put you massively behind.
Oh no no no. Protoss is supply capped when the warpgates come off cooldown, and they try to warp in and get only 2 zealots. That’s what a supply cap looks like.
No, it makes protoss more punishing. You are balanced around the fact that you can just summon 10 zealots in your opponent’s main. When wuddenly you warp in only 2 zealots, there is potential to just lose the game from that.
With front loaded, I mean that warpgates instantly produce and then comes a cooldown. Compared to Terran, where you start production and then wait till the unit comes out.
Particuarly in the early game, where such mistakes are the most dangerous, that can make a big difference. Warpgate units early are also pretty dangerous, I think youre downplaying that a bit; compare that to marines, who can be stronger, but need 2 upgrades and medivacs for full potential, potentially also a buffer of marauders.
And later in the game it allows protoss to spam warpgates to account for problems like that. The important robo units are ofc more like terran production, but even there you can chrono.
Not to mention adding another Robotics Facility is 46 seconds, while Factory + Reactor/Tech is >1 minute and costs more, so adding more buildings for production is a higher opportunity cost for terrans.
Supply depots already take longer to build compared to Pylons and Overlords. What more you morons want? Terran is handicapped even on Supply build time.