StarCraft2: 2nd CC without expansion – is it worth

command-centerorbital-commandstarcraft-2starcraft-terran

Once watching own replay I figured own very obvious and very crusial thing.

In this replay I had around 35-40 harvesters on main+natural and income around 900-1000 minerals (per minute?) When I detected lack of harvesters I called 4 (or 5) MULEs. After that (if we believe to replay statistic) my income was JUMPED TILL 1800-1900 per minutes. It was kept on this level for 1.5 minutes…

It's obvious but it's so huge deal. That means that in 1.5 minute I get (almost for free) 1k5 minerals (30 marines!!!)

Plus add this topic StarCraft2: MULE – can he work on one mineral patch with another SCV in parallel?

Here I can conclude that often when:
– you plan to expand but due to some reason can't move your CC to natural;
– OR you plan to have 2nd expand but need to clean-up enemy forces from new location;
– OR don't plan to expand but temporary have exceed of minerals

it could be a good idea to create a new CC on you main build a OC just to call for MULEs. Also, id you DO have expand or 2nd expand… It seems like very useful to build ONE MORE CC+OC just for CALL mules…

Usually Terran plays main+natural, and having 4 CC doesn't seem to bad for me. 4 CC means that 1 will be used for scanning and 3 more will be able to provide MULEs for 2 bases…

I understand the drawback of such strategy: instead of building production building and army you will increase economy strength and it is necessary to balance… But having enough minerals temporary you could put them in a CC+OC – and will pay for himself very quickly.

Am I right? Is there something that I missed here?

Edit: Forget to mention – CC is an additional supply, so it's actual cost is not 400, but 290 only! Though OC costs additional 150 minerals

Best Answer

You are right. This thinking resulted in the fresh Griffith's 4OC Push against Zerg.

This exploits the following characteristics of the Terran race:

  • Terran has the most cost-efficient defence mechanisms of any race, which allows turtling.

  • Command center can lift-off - allowing safe construction without investing into defending an expo.

  • OC essentially pays back for itself after 2-3 MULE calldowns. Extra calldowns are "free-money".

Without going into too specific BOs or details, the goal of building OCs in this way is to:

  • Start from a basic BO to counter early pushes and then go for a transition.

  • Make you less dependent on supply depots, as CCs give you +11 supply.

  • Gain an economical advantage without the need of going for multiple expos.

  • Throw down a PF (OC if you can't) at an expo when your minerals are depleted or you need gas.

It does pay itself back fairly quick, but there is a timing window in which you are more vulnerable...

Scouting will help you determine if you can afford the OC or should do something else instead.

Furthermore, this thinking is slowly gaining attention amongst top players:

This was amazing. Boxer showed us some very quirky play, building twelve orbital commands throughout the game, outpacing Hyperdub in every way. Boxer had superior tank play, superior drops, and superior strategy.

Check this amazing game here.

This lead to the discovery of other late game advantages:

  • Dropping MULEs in the enemy army to cause him to friendly fire with Tanks/Colossus.

  • Instantly repairing Mechanical units on the field with MULEs.

  • Throwing multiple scans to quickly gain an omniscience advantage.