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Scans need separate energy

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StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 20:07 GMT
#1
I think this needs to be touched upon. As a terran player. When i have up to two orbital commands most of my energy has to be used for scanning to see my opponents army composition and to see if hes making any switches or an island expo. Which leaves me little time to make use of the Mule mechanic. Where as toss and zerg are able to take advantage of there mechanic to a much greater extent.
I propose that We keep Scan separate from Mule/Supply...
Scan has its own energy as does mule/supply. I think this could help upset some of the balance issues regarding terran right now.
InfC.Pride
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-03-12 20:16:29
March 12 2010 20:16 GMT
#2
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
March 12 2010 20:16 GMT
#3
From the games I've played I haven't experience any balance issues, more so if you think of a 'solution' it becomes an incredible buff. While I guess its kind of pointess for me to reply only to debunk(does that work xD) your idea, its kind of a catch 22 where at the point you want nothing else BUT mule, but at the same time scan is immesurable considering how game changing just one peek at your enemies base can be. Also in an ideal situation a terran would never find the need to use supply call down, unless of course his supplies just got killed but its such a rare occurance. Actually on the topic of coming up with new ideas, I was thinking it could be an upgrade on existing supplies that just cost money. Since theres a 'risk' involved in having one supply worth double sitting in your base, it might not be used. So a cost thats somewhat equal to the amount of mining lost by the scv as well as the base 100 of another supply depot. Something around 125~150
Keep the Dream Alive twitch.tv/monokerros
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 12 2010 20:19 GMT
#4
How about using an SCV/Marine (50 minerals) or a barracks (150 minerals)?

Works well enough for scouting army compositions and islands.
If you have a good reason to disagree with the above, please tell me. Thank you.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
March 12 2010 20:19 GMT
#5
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 20:22 GMT
#6
On March 13 2010 05:19 spinesheath wrote:
How about using an SCV/Marine (50 minerals) or a barracks (150 minerals)?

Works well enough for scouting army compositions and islands.

Ive tried using scv marines.. Its not good at scouting army comp.. Good players have observers and when they see the scv they can send a few units forward andk ill it which has happened to me numerous times because of xelnaga or observer.
No sir. SCVS dont work vs people who use brain
InfC.Pride
Railz
Profile Joined July 2008
United States1449 Posts
March 12 2010 20:25 GMT
#7
Make towers cost 200/200, 75 energy, give us scan, take it off orbital command.

Give tanks their old range back, make thors a tad smaller. It sucks, we're stuck with either thor or viking as AA late game, and it is hard to get any sort of good amount of thors, and vikings only bonus is their long range.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Niten
Profile Blog Joined October 2009
United States598 Posts
March 12 2010 20:31 GMT
#8
On March 13 2010 05:19 KinosJourney2 wrote:
Show nested quote +
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.


For the sake of clarity this isn't quite right. Zerg doesn't get units faster, it gets to produce MORE units concurrently.

I agree with nerfing the costs/tinkering with timings, etc. until you find that balance where each scan isn't costing so much. I don't know how you'd beef up the supply boost, but that'd be good too. Something not brought before with that ability is that it's the 100min + the saved mining time of the SCV that would've been building it (I dunno how much that is).
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
L0thar
Profile Blog Joined September 2007
987 Posts
March 12 2010 20:31 GMT
#9
Well, I knew it will be a pain in the ass from the beginning. Protoss and Zerg got completely new and independent macro mechanics while the Terran must sacrifice their only usable scouting method.

I wonder how much would the other races mechanics been used if they were mutually exclusive with using overlords/observers.

But I like the fact that players are forced to choice, so I would propose something like this:
Terran: The energy for comsat is reduced to 25 (for example).
Protoss: The chrono boost will make something quicker but something slower. You wanna quicker zealots? Well, slower production of probes for you then.
Zerg: No idea. Maybe make it so the hatchery under effect of spawn larvae cannot accept gas...?
PokePill
Profile Blog Joined March 2009
United States1048 Posts
March 12 2010 20:35 GMT
#10
On March 13 2010 05:19 KinosJourney2 wrote:
Show nested quote +
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.



Yeah and? All you did is recycle proposed solutions already. If there is no decision to make, there is no point for mules at all.
StarsPride
Profile Joined January 2010
United States364 Posts
Last Edited: 2010-03-12 20:54:33
March 12 2010 20:52 GMT
#11
On March 13 2010 05:35 PokePill wrote:
Show nested quote +
On March 13 2010 05:19 KinosJourney2 wrote:
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.



Yeah and? All you did is recycle proposed solutions already. If there is no decision to make, there is no point for mules at all.

The point is That terran is highly more inclined to be using Scans then mules thus making there macro mechanic Mute compared to the others. I have wiped a zergs base clean of drones 3x over and still lost the game because he was mining faster then me and got a bigger army.. its complete fucking bullshit.
in bw if i were to kill a fully saturated base of drones even once i can guarentee i can take a 3rd having no issue. and secure a fairly large advantadge keeping him in the dark but in this game i cant do that cause hes still going to be on a fucking even footing with me in terms of army power
InfC.Pride
Elegy
Profile Blog Joined September 2009
United States1629 Posts
March 12 2010 21:30 GMT
#12
if u wiped a zerg base clean of drones three times over and still lost then post the replay because I'm kinda interested to see how many mins u must have been floating =P

mules are a great macro boost, but I agree with u on a point that terran really lacks effective detection until raven because, in the case of tvp, it costs terran ~300 mins to scan just once if he puts a dt in your base =/.

i think 50 energy for 1 scan is a bit much given that MULES come from the same energy source. I would not object to scan being lowered to BW's 25 tbh, though I haven't really given it that much thought.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-12 21:47:57
March 12 2010 21:45 GMT
#13
wtf, how are you wasting all the energy on Scans and not get rolled by other races?
In my experience there is no other option than using a MULE. Use a barracks or air unit or scv is more efficient of a scout than a scan. There was a thread about this already, it cost about 210~ for a barracks to scout (and it's reusable). But even if it dies, it's still cheaper than wasting a scan which equals 270-348 in mule mining gains.

Terrans should just be making barracks all over the place and placing them around like zergs do with overlords. Scanning is very detrimental.


Aside from that, I agree. Scan either needs it's own 1 time use cooldown every 50 seconds or whatever, or just a reduction in energy cost. Extra Supplies should boost the HP of a depot too.
..and then I would, ya know, check em'. (Aka SpoR)
StarsPride
Profile Joined January 2010
United States364 Posts
Last Edited: 2010-03-12 21:48:52
March 12 2010 21:47 GMT
#14
On March 13 2010 06:45 CharlieMurphy wrote:
wtf, how are you wasting all the energy on Scans and not get rolled by other races?
In my experience there is no other option than using a MULE. Use a barracks or air unit or scv is more efficient of a scout than a scan. There was a thread about this already, it cost about 210~ for a barracks to scout (and it's reusable). But even if it dies, it's still cheaper than wasting a scan which equals 270-348 in mule mining gains.

Terrans should just be making barracks all over the place and placing them around like zergs do with overlords. Scanning is very detrimental.


Aside from that, I agree. Scan either needs it's own 1 time use cooldown every 50 seconds or whatever, or just a reduction in energy cost.

lol. and when ur opp switches to mass zealot from stalker or adds more then 2 collos. tell me.
how do u manage. Do you simple call GG and said i should have magically scouted that with my scv that got killed before it got to see anything
InfC.Pride
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 12 2010 21:52 GMT
#15
I use scan quite a lot too, I don't see any problem with this, however. There are definitely parts of the game where it's np to use your energy on mules and I think it makes for interesting decisions.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-03-12 21:55:14
March 12 2010 21:54 GMT
#16
I like the choice Terran has, I just dislike how Toss and Zerg have super cheap ez-mode scouts. 50/50 Overlord speed for Zerg and ridiculously fast obs tech for Protoss.

I would rather see the other races scouting abilities nerfed than terrans buffed.
duckhunt
Profile Joined June 2009
Canada311 Posts
March 12 2010 21:56 GMT
#17
mules really dont help u that much after 10 minutes into the game, it just makes you mine out your base faster......... i really dont think its imbalanced the way its setup right no. the only time i use mules after 10 mins in the game is if my eco is really bad or if im trying to get a new base up and running faster, that or i know what my opponent is doing and do not need to scan
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 12 2010 21:57 GMT
#18
Do you realize that neither of the other races has any method to safely scout tech switches? Terran can block overlords/observers with some turrets/marines, but there is nothing that can block scan.

Zerg can't scout army composition any better than terran could with SCVs or raxes.
Protoss has it a bit easier unless there is a raven or turrets near the terrans army.

Scan if you NEED information that you can't get otherwise.
If you have a good reason to disagree with the above, please tell me. Thank you.
semantics
Profile Blog Joined November 2009
10040 Posts
March 12 2010 21:57 GMT
#19
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.

That imo would be like map hacks late game if terran last that long scan all day and night.
StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 21:58 GMT
#20
On March 13 2010 06:57 spinesheath wrote:
Do you realize that neither of the other races has any method to safely scout tech switches? Terran can block overlords/observers with some turrets/marines, but there is nothing that can block scan.

Zerg can't scout army composition any better than terran could with SCVs or raxes.
Protoss has it a bit easier unless there is a raven or turrets near the terrans army.

Scan if you NEED information that you can't get otherwise.

I dont think terran has really the authority in how the games play out to do proper tech switches because everything we do revolves around our bio army added with support. Unless we want to go air. And well. tbh i dont think that works out so great
InfC.Pride
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
Last Edited: 2010-03-12 22:01:12
March 12 2010 21:59 GMT
#21
I don't see a problem with it. Just scan when you need to. Intel is much more important than a few seconds of boosted economy. It's not like you'll mine any gas with mules so you'll either be making a lot of marines or just end up bottle necking yourself. Besides, you are not losing anything in the long run. Unless you use those extra minerals mined by mule to do a timing push and expand, you'll just mine out faster.
神は乗り越えられる試練しか与えない
0neder
Profile Joined July 2009
United States3733 Posts
March 12 2010 22:05 GMT
#22
Maybe, just maybe, you don't need mules as much as you've been brainwashed to think only of econ.
Eiii
Profile Blog Joined April 2009
United States2566 Posts
March 12 2010 22:06 GMT
#23
First people complain that every race is too similar, then they complain when some races can do things that others can't... :/
:3
TheYango
Profile Joined September 2008
United States47024 Posts
March 12 2010 22:09 GMT
#24
On March 13 2010 07:05 0neder wrote:
Maybe, just maybe, you don't need mules as much as you've been brainwashed to think only of econ.

Do you have another proposal as to how to counter the fact that Protoss and Zerg inherently produce more workers by means of their macro mechanics? Or some proof that Terran units are more cost-effective?
Moderator
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 12 2010 22:10 GMT
#25
People just like to compare it to Protoss.

Let's say you scan almost everytime to get scouting information etc.
What did you gain from the macro-mechanic? nothing, because the ability already was in sc1.

While at the same time protoss is just chronoboosting away for no drawback.

Imagine that as protoss chronoboost would say this "everytime chronoboost is active your observers don't give sight and have no detection".

Ofcourse it's a bit wrong to compare it like that, but in general, that's a bit how the terran macromechanic feels like.
love1another
Profile Blog Joined December 2009
United States1844 Posts
March 12 2010 22:10 GMT
#26
It seems like a scan shouldn't cost more than an observer, and the way it is now, the opportunity cost in foregone mules is just too high.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
March 12 2010 22:14 GMT
#27
The problem is, right now scans cost you one MULE and thus 270minerals no matter what because by the time one MULE is done, you only have the energy to call in another one. Imo, if the energy regen of the terran`s CC were boosted by a little bit, such that it regens... say 70 energy every 90 seconds instead of the 55 or so that it does now, then things would work out. That way, after every 3 or so MULE calls, you`ll have the energy left to perform a free scan. Or, if you need additional scans before that, only then do you sacrifice econ.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
March 12 2010 22:14 GMT
#28
It might be nice to have the orbital command the option of building a 50min/50gas scanner similiar to how it was in sc1.
Simple
Profile Blog Joined February 2009
United States801 Posts
March 12 2010 22:15 GMT
#29
or give scan to sensor towers. i dont see them used often anyway
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
March 12 2010 22:17 GMT
#30
I think the problem is that the macro mechanics are too powerful in comparison with scan. If a scan costs 270 minerals, something isn't quite right. Having to make a choice is great, but deciding against MULE puts you back too much.

Make scan cost only ~35 energy? Move scan to the sensor tower?
Comeh
Profile Blog Joined July 2008
United States18918 Posts
March 12 2010 22:23 GMT
#31
On March 13 2010 07:17 Scorch wrote:
I think the problem is that the macro mechanics are too powerful in comparison with scan. If a scan costs 270 minerals, something isn't quite right. Having to make a choice is great, but deciding against MULE puts you back too much.

Make scan cost only ~35 energy? Move scan to the sensor tower?

Perhaps movign the scan to the sensor tower might do something - but you also need to make sure its still balanced/costs a decent amount - after all, scanning anywhere on the map at any time IS a very powerful ability. Starcraft limited this by making it expensive in the original - you need to have a CC to get scan. Maybe make individual sensor towers upgradeable to a scanning tower for a certain (somewhat high) amount of minerals, and once you do that it just acts as a scanner in sc1 would.
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Ryhn
Profile Joined February 2010
United States509 Posts
Last Edited: 2010-03-12 22:40:06
March 12 2010 22:33 GMT
#32
On March 13 2010 07:14 Juicyfruit wrote:
The problem is, right now scans cost you one MULE and thus 270minerals no matter what because by the time one MULE is done, you only have the energy to call in another one. Imo, if the energy regen of the terran`s CC were boosted by a little bit, such that it regens... say 70 energy every 90 seconds instead of the 55 or so that it does now, then things would work out. That way, after every 3 or so MULE calls, you`ll have the energy left to perform a free scan. Or, if you need additional scans before that, only then do you sacrifice econ.


While you have your heart in the right place, this solution just leads us straight back to the original problem.

With the extra energy everyone would just get one extra MULE to boost their economy instead of taking their "free scan" -- because it wouldn't actually be free.

Maybe if Terran had an arbitrary limit to how many MULEs they could call in a time frame your solution would work. But even then they might just wait for their timer to cooldown and call in multiple MULEs at once.

At this point the timer becomes the current problem spawned by my solution, so we could try making the calculation dynamic. Instead of [X] MULEs every [Y] Seconds, Blizzard could figure out a function that calculates how much additional income from MULEs you've gathered at any given point, and cap -that- number by denying a MULE drop when it's econ boost would push you over your income limit.

Unfortunately, from this solution we have yet another problem. The design is becoming too implicitly complicated. The solution is quickly spiraling into obscure hidden rules. This isn't very intuitive and would constitute poor game design.

It does not seem to be an easy problem to fix.
Famous Books Written by Progamers - "Clam: Mastering your other self"
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
March 12 2010 22:33 GMT
#33
i think what should be changed is the mule. putting the scan into another building or making a seperated countdown wouldnt be good as mule and scan would just become no-think-mechanics then.
you should not always be able to use it but rather think about when or where to use it.
iounas
Profile Joined July 2008
409 Posts
March 12 2010 22:38 GMT
#34
Make mule give 100 min.. Cant complain about expensive scan then..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
March 12 2010 22:42 GMT
#35
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.
Slunk
Profile Blog Joined February 2010
Germany768 Posts
March 12 2010 22:46 GMT
#36
Why should terran get free minerals AND free maphack?
404.Delirium
Profile Joined May 2008
United States1190 Posts
Last Edited: 2010-03-12 22:47:52
March 12 2010 22:47 GMT
#37
The only reason there's complaints with scanning being so expensive is because MULE's are SO valuable. 50 energy for, what was it, 260ish minerals? Two Chrono's will give use an extra 2 probes in the same time as 4, but still cost the same.

Just learn to balance your MULE's and scans as far as I'm concerned. I felt it kind of silly to be this big of an issue.

Edit: What I'm getting at is after a few mules you've more than surpassed the Protoss in economy gains via 'spell' so you can invest in a scan if you so need to.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
March 12 2010 22:47 GMT
#38
On March 13 2010 07:33 Ryhn wrote:
Show nested quote +
On March 13 2010 07:14 Juicyfruit wrote:
The problem is, right now scans cost you one MULE and thus 270minerals no matter what because by the time one MULE is done, you only have the energy to call in another one. Imo, if the energy regen of the terran`s CC were boosted by a little bit, such that it regens... say 70 energy every 90 seconds instead of the 55 or so that it does now, then things would work out. That way, after every 3 or so MULE calls, you`ll have the energy left to perform a free scan. Or, if you need additional scans before that, only then do you sacrifice econ.


While you have your heart in the right place, this solution just leads us straight back to the original problem.

With the extra energy everyone would just get one extra MULE to boost their economy instead of taking their "free scan" -- because it wouldn't actually be free.

Maybe if Terran had an arbitrary limit to how many MULEs they could call in a time frame your solution would work. But even then they might just wait for their timer to cooldown and call in multiple MULEs at once.

At this point the timer becomes the current problem spawned by my solution, so we could try making the calculation dynamic. Instead of [X] MULEs every [Y] Seconds, Blizzard could figure out a function that calculates how much additional income from MULEs you've gathered at any given point, and cap -that- number by denying a MULE drop when it's econ boost would push you over your income limit.

Unfortunately, from this solution we have yet another problem. The design is becoming too implicitly complicated. The solution is quickly spiraling into obscure hidden rules. This isn't very intuitive and would constitute poor game design.

It does not seem to be an easy problem to fix.


Hmm, I thought you were limited to 1 mule per CC anyways, but maybe it's just because right now, you only have the energy to call in a new mule once your old one expires.

Then just limit it to 1 mule per CC concurrently, and boost the energy regen.
TheHof
Profile Joined March 2010
United States92 Posts
March 12 2010 22:47 GMT
#39
Personally, I love the mechanics as they are. I love that I can forget about mules for too long and call down two at once. I find the tradeoff interesting strategically, and don't really feel like if I don't use constant mules I'm screwed over, and I don't feel free to spam comsat which means it's another interesting choice to make.
"It's so nerve wracking, I'm just crossing my fingers and sayin' c'mooon esports"-Day[9]
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 12 2010 22:50 GMT
#40
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)
Ryhn
Profile Joined February 2010
United States509 Posts
Last Edited: 2010-03-12 22:54:37
March 12 2010 22:51 GMT
#41
On March 13 2010 07:42 Irrelevant wrote:
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.


You know, my thinking has been similar to your own.

What if Blizzard made this "problem" intentionally.

With the current state of affairs, the MULE mechanic is something a Terran's opponent can exploit.

If the Terran player has a timing attack that relies on the income boost of a MULE, then harassing with units that require detection could possibly delay or ruin the Terran's plans by making him spend energy on Scan.

People argue that there is no choice, I would argue that the choice possibly wasn't intended to be theirs in the first place. It may have been designed as a choice for the Terran's opponent to utilize.

If I force you to scan me, I've just attacked your economy.
Famous Books Written by Progamers - "Clam: Mastering your other self"
L0thar
Profile Blog Joined September 2007
987 Posts
March 12 2010 22:56 GMT
#42
On March 13 2010 07:51 Ryhn wrote:
Show nested quote +
On March 13 2010 07:42 Irrelevant wrote:
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.


You know, my thinking has been similar to your own.

What if Blizzard made this "problem" intentionally.

With the current state of affairs, the MULE mechanic is something a Terran's opponent can exploit.

If the Terran player has a timing attack that relies on the income boost of a MULE, then harassing with units that require detection could possibly delay or ruin the Terran's plans by making him spend energy on Scan.

People argue that there is no choice, I would argue that the choice isn't theirs in the first place. It may have been designed as a choice for the Terran's opponent to utilize.

If I force you to scan me, I've just attacked your economy.


So the Terran players should be glad that their macro mechanic is giving choices to their opponent?
Ryhn
Profile Joined February 2010
United States509 Posts
March 12 2010 22:58 GMT
#43
I never said they should be happy about it. In fact it could be outright unfair and imbalanced.

I'm just trying to find justification for why Blizzard made it the way it is.
Famous Books Written by Progamers - "Clam: Mastering your other self"
crate
Profile Blog Joined May 2009
United States2474 Posts
March 12 2010 22:58 GMT
#44
I think the real problem is that there's no energy tension for P or for Z, not that there is for T.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Slunk
Profile Blog Joined February 2010
Germany768 Posts
March 12 2010 22:59 GMT
#45
On March 13 2010 07:50 FictionJV wrote:
Show nested quote +
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)


I agree with your point about the observer.
In terms of resources, terran is the only race that consistently is able to gather resources from energy. The queen basicly just replaces a hatchery, so you save yourself 150 every time you build a queen instead of one more hatchery. Chronoboost is powerful in the beginning, but when probe saturation is reached, it is only useful for upgrades. Because for example chronoboosting a gateway constantly just saves you 150 minerals for a second gateway.
If you look at it this way, terran mule is the only macro mechanic that constantly gives you minerals for free. Thus, terran does not have to use mule only to be equal with zerg and protoss.
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
March 12 2010 22:59 GMT
#46
On March 13 2010 07:51 Ryhn wrote:
Show nested quote +
On March 13 2010 07:42 Irrelevant wrote:
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.


You know, my thinking has been similar to your own.

What if Blizzard made this "problem" intentionally.

With the current state of affairs, the MULE mechanic is something a Terran's opponent can exploit.

If the Terran player has a timing attack that relies on the income boost of a MULE, then harassing with units that require detection could possibly delay or ruin the Terran's plans by making him spend energy on Scan.

People argue that there is no choice, I would argue that the choice possibly wasn't intended to be theirs in the first place. It may have been designed as a choice for the Terran's opponent to utilize.

If I force you to scan me, I've just attacked your economy.


Yeah, what you say makes sense, but that just handicaps the Terrans further instead of balancing things.

Besides, I'd rather play safe and allow myself the luxury of a MULE than to play greedy and be forced to scan for timing pushes.
Whalecore
Profile Joined March 2009
Norway1110 Posts
March 12 2010 23:02 GMT
#47
Perfect the way it is.

Scan is really powerful, MULE is really powerful.. now you have to make a strategic decision on what will be most worth it.
Playgu
StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 23:04 GMT
#48
Point is Scans are too valuable For terran. It is so essential i understand what units my opponent is getting to understanding the timings. A few units can really make or break a push which is what makes the scan so fucking valuable.. and also mate.. Playing safe is scanning....
InfC.Pride
StarsPride
Profile Joined January 2010
United States364 Posts
Last Edited: 2010-03-12 23:06:49
March 12 2010 23:05 GMT
#49
On March 13 2010 08:02 Whalecore wrote:
Perfect the way it is.

Scan is really powerful, MULE is really powerful.. now you have to make a strategic decision on what will be most worth it.

Scans are more so worth it then Mules. Which makes the other races macro mechanics gain them a edge over terran.
This in my opinion is the heart of terran weakness ... before every scan i ask my self. What do i need to know. and i answer that question opposed to whether or not i should get more minerals.
7/10 times the answer is scan.
InfC.Pride
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
Last Edited: 2010-03-12 23:28:03
March 12 2010 23:18 GMT
#50
On March 13 2010 07:59 Juicyfruit wrote:
Show nested quote +
On March 13 2010 07:51 Ryhn wrote:
On March 13 2010 07:42 Irrelevant wrote:
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.


You know, my thinking has been similar to your own.

What if Blizzard made this "problem" intentionally.

With the current state of affairs, the MULE mechanic is something a Terran's opponent can exploit.

If the Terran player has a timing attack that relies on the income boost of a MULE, then harassing with units that require detection could possibly delay or ruin the Terran's plans by making him spend energy on Scan.

People argue that there is no choice, I would argue that the choice possibly wasn't intended to be theirs in the first place. It may have been designed as a choice for the Terran's opponent to utilize.

If I force you to scan me, I've just attacked your economy.


Yeah, what you say makes sense, but that just handicaps the Terrans further instead of balancing things.

Besides, I'd rather play safe and allow myself the luxury of a MULE than to play greedy and be forced to scan for timing pushes.

this is how the macro mechanics are supposed to work.

as a protoss you could also create a strategy that relies on building zealots faster because of chrono boost, but you loose in terms of eco then.

come on, this is a strategy game, of course you have to think and make wise decisions instead of just being the guy whos remembering his macro mechanics better
StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 23:27 GMT
#51
On March 13 2010 08:18 imperator-xy wrote:
Show nested quote +
On March 13 2010 07:59 Juicyfruit wrote:
On March 13 2010 07:51 Ryhn wrote:
On March 13 2010 07:42 Irrelevant wrote:
I like how it is, it's a tactical choice of either getting the eco boost from mule or saving it for a scan, having both would just remove another level of tactics.


You know, my thinking has been similar to your own.

What if Blizzard made this "problem" intentionally.

With the current state of affairs, the MULE mechanic is something a Terran's opponent can exploit.

If the Terran player has a timing attack that relies on the income boost of a MULE, then harassing with units that require detection could possibly delay or ruin the Terran's plans by making him spend energy on Scan.

People argue that there is no choice, I would argue that the choice possibly wasn't intended to be theirs in the first place. It may have been designed as a choice for the Terran's opponent to utilize.

If I force you to scan me, I've just attacked your economy.


Yeah, what you say makes sense, but that just handicaps the Terrans further instead of balancing things.

Besides, I'd rather play safe and allow myself the luxury of a MULE than to play greedy and be forced to scan for timing pushes.

this is how the macro mechanics are supposed to work.

as a protoss you could also create a strategy that relies on building zealots faster because of chrono boost, but you loose in terms of eco then.

come on, this is a strategy game, of course you have to think and make wise decisions instead of just be the guy whos remembering his macro mechanics better

They fully saturate so much faster. We dont. And the mule cant make up for that early on because of how nessecarry scan is and how ineffective any other scout really is.
InfC.Pride
Gedrah
Profile Joined February 2010
465 Posts
March 12 2010 23:28 GMT
#52
There are other scouting options if you're hurting for minerals and need to drop mules instead of scanning. I don't really understand what change you're looking for... Two mana pools on the command center? A separate building for scanning? An addon? I play Terran almost exclusively and I usually just suck it up and decide what's more important to me. Scan and skimp on units once I know what my enemy has, or make mules and pump units "just in case" because I didn't scan. I also scout with SCVs even in the midgame, it's cheaper than a scan to suicide one SCV toward enemy base to get an idea what type of units he's making, or even 1 dropship with 6 marines and a marauder--you get intel, damage econ or tech, and see what kind of units come to respond. SC2 Terran is the least mobile but benefits the most from map control (Zerg creeping at a close second, and Protoss with warp gates at third)
What is a dickfour?
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 12 2010 23:29 GMT
#53
Dear god, how many times do I have to repeat this untill you get it.

It's is NOT the fact that we have to make the choice it is the thing we have to make choices between.

Protoss chooses between getting up his econ faster or producing tech/units faster
Zerg chooses between making more units or getting his econ going faster

Whatever you choose, you benefit from it, since you still have your core ability's of gathering intell (overlords/observers)

Terran chooses between having more econ and losing it's core ability of gathering intell, or using that ability that it already had

In the first case he's sacrificing his scan for keeping up with the protoss/Zerg , in the second case he hasn't gained a single thing from the new macro mechanic.

again:

Terran's are not complaining that we have to make a choice, terran's are complaing about the things they have to make a choice between.


StarsPride
Profile Joined January 2010
United States364 Posts
March 12 2010 23:33 GMT
#54
On March 13 2010 08:28 Gedrah wrote:
There are other scouting options if you're hurting for minerals and need to drop mules instead of scanning. I don't really understand what change you're looking for... Two mana pools on the command center? A separate building for scanning? An addon? I play Terran almost exclusively and I usually just suck it up and decide what's more important to me. Scan and skimp on units once I know what my enemy has, or make mules and pump units "just in case" because I didn't scan. I also scout with SCVs even in the midgame, it's cheaper than a scan to suicide one SCV toward enemy base to get an idea what type of units he's making, or even 1 dropship with 6 marines and a marauder--you get intel, damage econ or tech, and see what kind of units come to respond. SC2 Terran is the least mobile but benefits the most from map control (Zerg creeping at a close second, and Protoss with warp gates at third)

Playing and practicing vs people like kiwikaki and oversky. Trust me you need to scan Any other scout doesnt cut it. THEY WILL SEE THE SCOUT COME. and they will kill it before itdoes anything.
Observers Xel naga watch towers... Very easy for zerg to have map control early on along with toss. Terran can have the middle for a small period but when it comes to mid game i have to be very cautious about how i move out with my units. Which is why i need the info on his unit composition. this isn't like BW where i know exactly what im making. if my opp has 8 or so more zealots in his army comp i need to know. There isn't a perfect army composition for terran that makes my opponents try to counter me. Im trying to counter them.. If i want to make my opponent counter me my only real option is opting for banshees or some wierd hellion shit if he goes 2 gate zealot with no cyber core. i mean these are the fundamentals.. this is what it comes down to.
InfC.Pride
squ1d
Profile Joined June 2007
United States178 Posts
Last Edited: 2010-03-12 23:38:46
March 12 2010 23:36 GMT
#55
Stop crying about being a Terran - it is possibly the strongest race right now. Once you have three CCs, you can mule and scan like a mineral and maphacker.

If you want to change scan to another building, please increase time of chronoboost back again and lower energy requirements because I also want my race buffed.

Oh, and also give me a harassing unit early in the game like the hellions, one which I can kill an economy in 30 seconds. And please allow me to float my buildings away when I'm losing so that I can build again on an island.
tubs
Profile Joined March 2010
764 Posts
March 12 2010 23:38 GMT
#56
I'd love for scans to cost less or be separate from MULES, but realize that a change like that might make Terran overpowered.

Definitely hate the idea of it being on the sensor tower or being on a separate part of the Command Center (like SC1) because it was too easy to kill buildings like that with such low health. I love the change in SC2 how it's part of the entire CC so that it's much harder to kill.

Part of the problem is that too many Terrans - yes even the top ones - use scans to search for expansions. That's a complete waste of a scan, unless it's an island and you have no vikings or something for patrol. Use scvs, marines, floating buildings, a helion on patrol, or even make missle turrets at future expansion areas to keep track of how your opponent is expanding. If he kills your units it means he's either going to make a move there soon to expand or he has vastly better map control than you do.
"Roach dies to immortal and rockit black guy" - Tierdal.thex
L0thar
Profile Blog Joined September 2007
987 Posts
March 12 2010 23:42 GMT
#57
On March 13 2010 08:36 squ1d wrote:
Stop crying about being a Terran - it is possibly the strongest race right now. Once you have three CCs, you can mule and scan like a mineral and maphacker.

If you want to change scan to another building, please increase time of chronoboost back again and lower energy requirements because I also want my race buffed.


The nerfs to protoss and zerg aren't meant to make terran strongest, Blizzard is just trying to balance the game, you know?

Your race was already buffed from BW. Even the results of the pool here on TL indicate that people believe Mule is the worst new macro addition.
bendez
Profile Joined February 2010
Canada283 Posts
Last Edited: 2010-03-12 23:59:28
March 12 2010 23:45 GMT
#58
lol terrans want longer siege and free scans so that they can turtle in for another 12 years and build perfect counter to enemy.
---------------------------------------
User was warned for this post
dhe95
Profile Blog Joined December 2008
United States1213 Posts
March 12 2010 23:55 GMT
#59
On March 13 2010 07:50 FictionJV wrote:
Show nested quote +
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)

If you really don't like obs, why don't you kill them? It's not like you can kill a scan.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 12 2010 23:58 GMT
#60
On March 13 2010 08:29 FictionJV wrote:
Dear god, how many times do I have to repeat this untill you get it.

It's is NOT the fact that we have to make the choice it is the thing we have to make choices between.

Protoss chooses between getting up his econ faster or producing tech/units faster
Zerg chooses between making more units or getting his econ going faster

Whatever you choose, you benefit from it, since you still have your core ability's of gathering intell (overlords/observers)

Terran chooses between having more econ and losing it's core ability of gathering intell, or using that ability that it already had

In the first case he's sacrificing his scan for keeping up with the protoss/Zerg , in the second case he hasn't gained a single thing from the new macro mechanic.

again:

Terran's are not complaining that we have to make a choice, terran's are complaing about the things they have to make a choice between.



So basically the choice for Terran is maphack or mineral hack?

If Terran chooses maphack then they don't mineral hack but they also don't have to waste as much minerals on building unnecessary units and can just build the correct units to counter.

If Terran chooses mineral hack then they have more minerals to waste on unnecessary units so that when they do have to counter they have some resources for it.

Really, I don't see a problem. Make scan cost less energy or something, but definitely do not move it to another building. That would be ridiculously OP.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2010-03-13 00:01:20
March 12 2010 23:58 GMT
#61
Scans to 40 energy, mules to 210 instead of 270 minerals is already a good enough fix. The energy tension is the point and lets people have a choice on what to spend energy on. If mules are too good then they're the default choice unless you need instant detection. I think they are right now, so I would like to see the numbers adjusted a little bit. Scan is more interesting than mules are anyway, since there's also a choice of -where- to scan, not just if to scan, so it's a good thing to nudge the player towards that choice in my opinion. I'm not sure you can adjust the numbers to make scouting more important than economy while still keeping the mule reasonably strong, though, so maybe we'll have to settle for something like this?

edit: the nerf for mules is also there to make supply vs mules a bit more fair, and in my opinion terran is pretty powerful now economy-wise anyway, so they can take such a hit
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Eiii
Profile Blog Joined April 2009
United States2566 Posts
March 13 2010 00:00 GMT
#62
On March 13 2010 07:50 FictionJV wrote:
Show nested quote +
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)


And if protoss produces all these permanent maphack obs to cover the map, they can't build anything else out of their robo. Plus, they cost money! Just showing how stupid your point is...
:3
jakel
Profile Joined January 2010
36 Posts
March 13 2010 00:04 GMT
#63
Dear god, how many times do I have to repeat this untill you get it.

It's is NOT the fact that we have to make the choice it is the thing we have to make choices between.

Protoss chooses between getting up his econ faster or producing tech/units faster
Zerg chooses between making more units or getting his econ going faster

Whatever you choose, you benefit from it, since you still have your core ability's of gathering intell (overlords/observers)

Terran chooses between having more econ and losing it's core ability of gathering intell, or using that ability that it already had

In the first case he's sacrificing his scan for keeping up with the protoss/Zerg , in the second case he hasn't gained a single thing from the new macro mechanic.

again:

Terran's are not complaining that we have to make a choice, terran's are complaing about the things they have to make a choice between.


You realize by your point of view terrans choose between improving economy or scouting the opponent? The way you word things are horrible. Protoss has to choose between nexus and gateways/upgrades and zerg has to choose between drones and units, they all have downsides
asdd
Oddysay
Profile Blog Joined October 2007
Canada597 Posts
March 13 2010 00:05 GMT
#64
On March 13 2010 09:00 Eiii wrote:
Show nested quote +
On March 13 2010 07:50 FictionJV wrote:
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)


And if protoss produces all these permanent maphack obs to cover the map, they can't build anything else out of their robo. Plus, they cost money! Just showing how stupid your point is...


that just stupid , obs dont cost alot , you can make only 3-4 obs and know everything you need to know , just get out of here protoss seriously . the terran scans cost way more and the scans only last for some time , so what ur point ? .

we should get something like 50 for scans and 100-150 for mule
des
Profile Blog Joined January 2005
United States507 Posts
March 13 2010 00:06 GMT
#65
mule should be replaced
my larvae bring all the zerg to the yard
squ1d
Profile Joined June 2007
United States178 Posts
Last Edited: 2010-03-13 00:07:06
March 13 2010 00:06 GMT
#66
On March 13 2010 09:05 Oddysay wrote:
Show nested quote +
On March 13 2010 09:00 Eiii wrote:
On March 13 2010 07:50 FictionJV wrote:
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)


And if protoss produces all these permanent maphack obs to cover the map, they can't build anything else out of their robo. Plus, they cost money! Just showing how stupid your point is...


that just stupid , obs dont cost alot , you can make only 3-4 obs and know everything you need to know , just get out of here protoss seriously . the terran scans cost way more and the scans only last for some time , so what ur point ? .

we should get something like 50 for scans and 100-150 for mule



They're very gas heavy, just like the rest of the protoss army. One of them is almost the same amount of gas as an Immortal, to get things into perspective.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 13 2010 00:08 GMT
#67
But scan's are also tied to energy, you can't have unlimited scans, so it's also impossible to scan the complete map.

And if you really want to produce that many obs you can put down an extra robo bay (wich is much cheaper then an extra cc + orbital command)

So basicly what you are saying is

Observer = Trading money for scouting
Terran macro mechanic = trading in your scouting for extra minerals.
(so those are equal to eachother)

Oh wait, but on top of that Protoss can also chronoboost with no drawbacks...

You guys pretend like the scan was actually added in sc2, here is some news for you, it already existed in sc1 and it wasn't overpowered there.


My whole point of the terran macro-mechanic is that it's just not on par with the rest their mechanics, nerf scan if you really want to, nerf the regen of the energy of the orbital command, but please make the macro mechanic more interesting then scouting (wich we already had) and getting some extra minerals (while gas is actually the real bottleneck)
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-03-13 00:11:52
March 13 2010 00:10 GMT
#68
On March 13 2010 09:08 FictionJV wrote:
But scan's are also tied to energy, you can't have unlimited scans, so it's also impossible to scan the complete map.

And if you really want to produce that many obs you can put down an extra robo bay (wich is much cheaper then an extra cc + orbital command)

So basicly what you are saying is

Observer = Trading money for scouting
Terran macro mechanic = trading in your scouting for extra minerals.
(so those are equal to eachother)

Oh wait, but on top of that Protoss can also chronoboost with no drawbacks...

You guys pretend like the scan was actually added in sc2, here is some news for you, it already existed in sc1 and it wasn't overpowered there.


My whole point of the terran macro-mechanic is that it's just not on par with the rest their mechanics, nerf scan if you really want to, nerf the regen of the energy of the orbital command, but please make the macro mechanic more interesting then scouting (wich we already had) and getting some extra minerals (while gas is actually the real bottleneck)

Except an extra robo bay is much much more gas than another cc+orbital command, which is more mineral heavy, but with MULEs minerals should not be as big a problem.

Actually, buddy, most people regard scan in SC1 to be pretty OP. There just wasn't any good way to resolve that problem in SC1. And I want to point out that there's a difference between calling something OP and imba.
nMn
Profile Joined February 2009
United States144 Posts
March 13 2010 00:12 GMT
#69
I have an idea, lets just get rid of terran and zerg so we all play the same race. Its flavor and it'll be balanced around it. If you don't want to spend 270 minerals to get a guarantee scout then make a viking.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-13 00:20:54
March 13 2010 00:17 GMT
#70
So mule gets you 270 you say
Scan gets you infinity minerals when it wins you the game.

Just learn that mules can be placed even later on by just saving the energy, nobody forces you to dump them every 30 secs. Of course it is nice to have extra income so you can produce some more, but 300 isn't really a whole army.. but 6 rines or 3 marauders (without the gas).

The scan nets you far more theoretical income. For example, a scenario where you come with your MMM army but dont have any detection unit with you. Your opponent is Z and plays defensively with banelings. You are making a time push, now there are 2 scenarios:
1. You don't scan at a crucial spot (a chokepoint or near his base) -> you lose 10 rines and 4 marauders.
2. You scan and kill each burrowed baneling correctly -> You don't lose a single unit.

The scan just saved you 10 rines and 4 marauders basically. That's 900 minerals and 100 gas.

On top of that.. you were able to force your army into his base and destroy.. say another 10 units or more thanks to the scan.

Conclusion:
Scan > Mule.

The same holds when it comes to checking what your opponent makes. Before you focus on a certain unit that your opponent makes a hard counter for you are able to realise this and switch to a different kind of unit, essentially saving you loses.


I can't really talk for toss, but for zerg.. larvae is both used for drones and army, on top of that drones are gone when you evolve them into a building, essentially putting extra stress on the larvae. Needless to say, its no surprise zerg often expand first (or one of the first things) as they need to in order to coop with the other races when it comes to production.
Wut
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2010-03-13 00:23:29
March 13 2010 00:20 GMT
#71
The intel gathered from scanning at an appropriate time is worth far more than "270 minerals". Is it really so hard to balance the use of these two mechanics for most players? Really hasn't seemed difficult to me in the least, there are periods where you need additional minerals very quickly and periods where you need to find out what your opponent is doing. This trade is pretty much the least understood aspect of SC2 around here it seems, threads about it drive me nuts

hurr durr 270 minerals. I don't see Protoss and Zerg players fretting about the fact that their scouting implements cost vespene gas.
Moderatormy tatsu loops r fuckin nice
Oddysay
Profile Blog Joined October 2007
Canada597 Posts
March 13 2010 00:30 GMT
#72
yes but the scout for protoss and zerg can stay alive the whole game .

scans for terran last for some sec .
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 13 2010 00:32 GMT
#73
I don't see how that's relevant. Should we go back to 1998 and complain that scan only lasts several seconds whereas observers have to be killed? Using scan isn't rocket science.
Moderatormy tatsu loops r fuckin nice
Slunk
Profile Blog Joined February 2010
Germany768 Posts
March 13 2010 00:32 GMT
#74
On March 13 2010 09:30 Oddysay wrote:
yes but the scout for protoss and zerg can stay alive the whole game .

scans for terran last for some sec .


At least you allways get to see what you want and don't have to worry about your scout getting killed before it sees anything.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 13 2010 00:37 GMT
#75
I love how this suddenly turned into an observer vs scan thread :p

But anyway, since we obviously can't seem to agree.

My point is that the whole terran macro-mechanic is just a bit bland.

I don't think it's bad that the scan is on the mechanic, but atleast make the other 2 options more interesting.

At the moment there is just an illusion of choice, you scan when you really have to, and when you don't need it you just get some extra minerals since the fortified supply depot sucks anyway.

They could have done so much more with it, and if I see how much Z/P their mechanics change the race compared and make macro actually more interesting.. (in the way of more fun/interesting not in the way of better/op) I just kinda feel bad about the terran ones.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-13 00:39:54
March 13 2010 00:39 GMT
#76
On March 13 2010 06:47 StarsPride wrote:
Show nested quote +
On March 13 2010 06:45 CharlieMurphy wrote:
wtf, how are you wasting all the energy on Scans and not get rolled by other races?
In my experience there is no other option than using a MULE. Use a barracks or air unit or scv is more efficient of a scout than a scan. There was a thread about this already, it cost about 210~ for a barracks to scout (and it's reusable). But even if it dies, it's still cheaper than wasting a scan which equals 270-348 in mule mining gains.

Terrans should just be making barracks all over the place and placing them around like zergs do with overlords. Scanning is very detrimental.


Aside from that, I agree. Scan either needs it's own 1 time use cooldown every 50 seconds or whatever, or just a reduction in energy cost.

lol. and when ur opp switches to mass zealot from stalker or adds more then 2 collos. tell me.
how do u manage. Do you simple call GG and said i should have magically scouted that with my scv that got killed before it got to see anything

USE LOTS OF BARRACKS
..and then I would, ya know, check em'. (Aka SpoR)
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 13 2010 00:42 GMT
#77
On March 13 2010 09:37 FictionJV wrote:
I love how this suddenly turned into an observer vs scan thread :p

But anyway, since we obviously can't seem to agree.

My point is that the whole terran macro-mechanic is just a bit bland.

I don't think it's bad that the scan is on the mechanic, but atleast make the other 2 options more interesting.

At the moment there is just an illusion of choice, you scan when you really have to, and when you don't need it you just get some extra minerals since the fortified supply depot sucks anyway.

They could have done so much more with it, and if I see how much Z/P their mechanics change the race compared and make macro actually more interesting.. (in the way of more fun/interesting not in the way of better/op) I just kinda feel bad about the terran ones.


Ah, a post that doesn't make my eyes bleed I can certainly agree that MULE seems a bit lackluster in terms of build order customization in comparison to the Zerg and Protoss mechanics.
Moderatormy tatsu loops r fuckin nice
yomi
Profile Blog Joined June 2004
United States773 Posts
Last Edited: 2010-03-13 00:55:32
March 13 2010 00:49 GMT
#78
Very good point about the lack of strategic mule usage. The only strategy seems to be when to build the OC and the most variance I've seen is about 5 supply. The simplest solution would be to allow mules to mine from a vespene geyser at a rate that increases total gas income by the same percentage as a mineral gathering mule. Scan should be cheaper so it does not carry such a large opportunity cost. Supply boost should be changed entirely, perhaps to an ability to call down an addon, bunker, or decrease the construction time of a building. Engineering bay should be able to fly to help scouting as well.
Manifesto7
Profile Blog Joined November 2002
Osaka27139 Posts
March 13 2010 00:51 GMT
#79
And you aren't losing minerals, you are just delaying the minerals for the time it takes to gather 50 energy. Sometimes those minerals are more important now than intel, sometimes you can wait for those minerals because you need intel. Part of being a good player is knowing when. It seems pretty simple to me.
ModeratorGodfather
yomi
Profile Blog Joined June 2004
United States773 Posts
March 13 2010 00:57 GMT
#80
On March 13 2010 09:51 Manifesto7 wrote:
And you aren't losing minerals, you are just delaying the minerals for the time it takes to gather 50 energy. Sometimes those minerals are more important now than intel, sometimes you can wait for those minerals because you need intel. Part of being a good player is knowing when. It seems pretty simple to me.

This is illogical, you only have so many OC casts during a game of X length, thus you are in fact losing the mule call down forever. Also you must consider the time value of minerals, that they are more valuable early in the game than later. The scan is most useful early on to spot enemy tech but is also the most costly as minerals are more scarce.
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
March 13 2010 01:16 GMT
#81
there's more ways than scan to scout your enemy, and using scan early game isn't a horrible shot to your econ. first 50 energy of orbital should be spent on mule and that will get your economy rolling just fine, so the next 50 can be a scan if you need it. reapers can jump cliffs, how can it be that hard to suicide one into their base to scout? you should gain enough intel from your scouting scv, suiciding a reaper and whatever else you use.

i have zero problems scouting as terran after having played a bunch. i admit, when i first started i was getting annoyed at having to use scan more often and forgoing mule because i was afraid of what my opponent was doing. now that i've played more i have other means to scout, and am okay with using scan every so often when i need it. controlling watchtowers, proper use of reapers, even sensory towers, will give you plenty of information.

i do wish mule was a bit different, and could mine gas. like an option to cast a mule to gather minerals or gas, where the gas one is slower than minerals but nets more than a normal scv, lasting the same time and costing the same. i think supply drop should be either removed or moved to a different building, because i've only found use in it when i lose a bunch of depots, or was bad in using my orbitals energy. it might be okay late game when you have more orbitals and extra energy but it seems silly to have it with mule/scan.
@QxGDarkCell ._.
SoFFacet
Profile Joined March 2010
United States101 Posts
Last Edited: 2010-03-13 01:40:46
March 13 2010 01:40 GMT
#82
I think the argument most Terran players would identify with is that the while the Zerg and Protoss mechanics (Inject, Chrono) have been added strictly in addition to what already existed in SC1, MULE has been implemented in competition with Scan, a core Terran ability. This discrepancy feels unfair.
BadBinky
Profile Blog Joined May 2004
Finland649 Posts
March 13 2010 01:47 GMT
#83
Inject larva needs separate energy so the other queen abilities can be used.
It's more important to be tough than to have any fun.
tubs
Profile Joined March 2010
764 Posts
March 13 2010 02:04 GMT
#84

hurr durr 270 minerals. I don't see Protoss and Zerg players fretting about the fact that their scouting implements cost vespene gas.


Overlords cost gas?
"Roach dies to immortal and rockit black guy" - Tierdal.thex
Mohdoo
Profile Joined August 2007
United States15509 Posts
March 13 2010 02:10 GMT
#85
On March 13 2010 10:40 SoFFacet wrote:
I think the argument most Terran players would identify with is that the while the Zerg and Protoss mechanics (Inject, Chrono) have been added strictly in addition to what already existed in SC1, MULE has been implemented in competition with Scan, a core Terran ability. This discrepancy feels unfair.


I can kinda see that, but I don't see a good solution so far. If you put scan on anything but a command center, it will be economical basically no matter what. Scan is amazing, plain and simple. I do agree that its a bit of an unfavorable circumstance, but I have so far not seen a good solution. Perhaps having the robot gather thing be built at a command center for free every now and then?
Nuublet
Profile Joined February 2010
Sweden130 Posts
March 13 2010 02:14 GMT
#86
I don't really see a problem with the current state of things, I think scan vs mule is an interesting choice to make.
Feefee
Profile Joined November 2009
Canada556 Posts
March 13 2010 02:32 GMT
#87
On March 13 2010 11:14 Nuublet wrote:
I don't really see a problem with the current state of things, I think scan vs mule is an interesting choice to make.


Totally agree. I feel like the MULE is the most meaningful macro mechanic choice of the 3 races tbh. Especially my second 50 energy in the game. My scout is dead and the timing works out that if I scanned his base at that time I'd tell if he's going starport/robotics/lair. AND at that point it's still early enough that I'd love to have the extra minerals for an extra barracks or maybe an expansion. I always send a second scout just to see if I can't get the intel in any other way, and if I can, whopp: I plop a second mule and am much more ahead in economy.
Great mechanic, and exactly what blizzard wanted these choices to be: meaningful.
Pufftrees
Profile Joined March 2009
2449 Posts
March 13 2010 02:35 GMT
#88
Having to make a choice isn't a bad thing even if the terran macro mechanic forces you to choose between intel and minerals. Most high level players are going to hide their army the best they can (vs terran) within the base (or to the side of natural) making scan for army intel difficult, of course scanning their main for buildings yields similar information. As far as island maps, making a single viking to save scan energy at island expos isn't a bad idea, that viking can enter the fray after collecting intel. Of course this isn't the ideal answer but relying 100 percent on scan for intel isn't ideal either.

I think blizzard purposely designed this to make the terran players choose, in a similar way all the buildings have reactors/tech labs to choose from. Tweaking the numbers a bit might be in the future but I like the choice (I'd rather not see a sensor tower or other building get scan).
Chance favors the prepared mind.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
March 13 2010 02:44 GMT
#89
i think it's a very bad choice to have to make.

as of right now, zerg has constant maphack through overlords, which are a necessity, so it really costs the zerg almost nothing. for the toss, observers may cost a bit of gas, but they're permanent, and can move. their resource cost isn't nearly as bad as a scan is, though. the scan, as discussed before, is roughly 240~ minerals or more. what this means is that terrans have by far the most expensive scouting, and probably the least effective, as the scan does not move, nor is permanent.

terrans need a better maphack.
boomer hands
MeruFM
Profile Joined February 2010
United States167 Posts
March 13 2010 02:49 GMT
#90
As a terran player, I feel like the different macro mechanics given to the 3 races benefit us the least.

We already had scan before, now it's practically taken away from us because we need the mule just to be even with the protoss/zerg and their macro mechanic. And I don't even think it's that even. Just look at the current poll about what would be the most IMBA if put into SC1 and mule is the god damn lowest BY A WIDE MARGIN.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 13 2010 02:56 GMT
#91
even with the rampant noobs, it's still hard for me to believe this is being discussed.

it would be the biggest nerf ever to the other races if this was implemented.

might as well take the mothership from toss and give it to terran so they can cloak their tanks.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
RZST
Profile Joined February 2010
Mexico5 Posts
March 13 2010 03:01 GMT
#92
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance Where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.


Terran have Reactor which let terran players to double the production of some units like marines, marauders, Hellions, vikings,medics. i think that is balanced between the races.
El plan infinito
Zack1900
Profile Joined January 2010
United States211 Posts
March 13 2010 03:07 GMT
#93
I've got an Idea!
A great way to allow Terran to scout and leave scan/mules alone is to give Terran a flying scouting drone that is built from the CC so it still competes with the econ (can't built scvs at the same time). This drone should be a little slow and weak without detection and take up supply.

Does anyone think that this Idea might be a good way to help T scout(if they need it)?
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-13 04:01:42
March 13 2010 03:32 GMT
#94
On March 13 2010 05:52 StarsPride wrote:
Show nested quote +
On March 13 2010 05:35 PokePill wrote:
On March 13 2010 05:19 KinosJourney2 wrote:
On March 13 2010 05:16 PokePill wrote:
They want you to have to make a choice, much like how Zerg has to decide how to use larva, or Toss chrono boosting upgrades, units, or workers.

I think a better buff would be nerfing the energy cost of all three and finding a balance where scanning isn't literally costing you 270 minerals, but maybe 100-200.


Yeah, and?

Protoss can choose between faster tech, units or workers/eco.
Zerg can choose between faster units or drones.
...And Terran? We get to choose between eco and scanning our opponents base, we don't get any faster tech or units. Either they should nerf the cost on scan or make it use a seperate energy bar.



Yeah and? All you did is recycle proposed solutions already. If there is no decision to make, there is no point for mules at all.

The point is That terran is highly more inclined to be using Scans then mules thus making there macro mechanic Mute compared to the others. I have wiped a zergs base clean of drones 3x over and still lost the game because he was mining faster then me and got a bigger army.. its complete fucking bullshit.
in bw if i were to kill a fully saturated base of drones even once i can guarentee i can take a 3rd having no issue. and secure a fairly large advantadge keeping him in the dark but in this game i cant do that cause hes still going to be on a fucking even footing with me in terms of army power

Yeah, if you actually wiped all your opponents drones 3 times and he still won then, without a doubt, you made a ton of mistakes not related to the mule / scan mechanic. It's safe to assume you lost too many units while you were harassing.

I actually don't buy that zerg can necessarily rebuild workers more quickly now. I think that argument is slightly flawed. In sc1, by middle game, the zerg would have more hatcheries. 4 - 5 hatcheries, probably. This perfectly compensates for the new larva mechanic. Nowdays they'll have like 2 hatcheries at middle game, maybe 3. But what's the difference? How does this change the rebuilding of drones? We're still dealing with the same amount of minerals, and larva will still be used. Infact, the only change is the larva come from 2 separate hatcheries and not 4 or 5. During the early game, zerg do have access to more larva. That is the difference. Did you perform these supposed drone wipes during the early game? If not, the whole issue is moot. (Still, a wipe of drones in the early game is devastating, regardless)

To analyze this issue even further, there actually is a slightly diminished value in killing workers in SC2 compared with SC1. But this is because the point of saturation for number of drones on mineral patches in SC2 is lower than in SC1. And really, killing workers remains pretty effective.

Let's remember: Chrono boost will help saturate a base with minerals, but it will not speed up mining beyond the point of saturation. The same applies to the spawn larva mechanic. MULES can do that. The MULE serves a unique function. The other races do not have an equivalent..

Blowing a scan on an island is likely a waste of energy. If you have map control, you should be able to scout without your SCV being killed. If you don't, then maybe you should try harder to get map control. At a certain point in the game, consistent harassment alone can serve the function of scouting. There are also watch towers....

There are of course critical times where scans are valuable and needed, but I do believe there is an art to cutting down on scans and upping your MULE usage.

All I can say about this discussion is thank god you folks aren't on the blizzard patch making / balancing team, because in that case we would all be screwed.
It is not enough to conquer; one must learn to seduce.
Rucky
Profile Joined February 2008
United States717 Posts
Last Edited: 2010-03-13 03:36:06
March 13 2010 03:34 GMT
#95
T doesn't need a good way to scout. If they really want to use the mule then fuck they'll just have to scout like everyone else.

edit: honestly, scans are priceless. yea, mule in the beginning, but other than that...mule when you already scanned and knows what's up.
Beyond the Game
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 13 2010 04:00 GMT
#96
Observers are hands down the best intel ability in the game, and I don't think that's going to be under discussion at all.

Zerg itself has immense ability to be aware of what is going on around the map, both with cheap ultra-fast zerglings and with overlord placement. Hell, in this way zerg also shuts down the potential scouting of SCVs and the such (which aren't nearly as numerous now, especially early on).

Both of those are far better than scanning, and I don't even see how it's a debate. You people act like scanning reveals the entire map or something. What happens when a player scans and doesn't even get the intel he needs? Yeah, sure, I see the zerg isn't teching in his base in the early game, but I don't know if he's expanded early, or has enough speedlings to surround any force I move out with. He shuts down my SCV scouts with a group of 6 lings, so what do I do? Waste another scan on the natural? What if he tried to ninja expand somewhere instead?

By this point, 2 MULEs would have paid off in a much larger force of units, and you might have had enough to push the zerg regardless of what they were doing. This is the problem terran players have to face every game.

And if you're clueless and actually think terran doesn't need to scout, I suggest you try playing terran for a decent amount of games on these current maps. On nearly every map, you have backward ways into your base you need to worry about in addition to all of the other ways races can now bypass the usual terran wall-off and defensive play. There are way too many bases to cover, especially if you don't have good intel on your opponent.
Oh, my eSports
cartoon]x
Profile Joined March 2010
United States606 Posts
March 13 2010 04:06 GMT
#97
You should know if he expanded early with your early scout. If that is the case, you should take map control with hellions / banshees and push. At that point, you are harassing and you have plenty of intel. You can also consider harassing with one or two reapers, which are faster than zerglings, will not get killed / surrounded, and can jump up cliffs. This move alone will give you all the intel you need, and if you're good you'll get a drone kill or two in the process..
It is not enough to conquer; one must learn to seduce.
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
March 13 2010 04:22 GMT
#98
On March 13 2010 07:50 FictionJV wrote:
Show nested quote +
On March 13 2010 07:46 Slunk wrote:
Why should terran get free minerals AND free maphack?


Why should protoss get a free chronoboost with no drawbacks and permanent maphack obs all over the map?

(just showing how stupid your point is, since every race has his own way of gathering intell, but terran is the only race that can't use it if they use their macromechanic)


I think your point is more stupid. Comparing chronoboost with MULE is totally different. One gives you a worker that gets you much faster minerals and the other speeds up research/production.

First of all, obs is less of a maphack than scan. Obs can be destroyed, and if the enemy has a lot of detection around his base, its really hard to get an obs through to see what he's doing. Scan? No problem, just click and instant-view.

I, for one, would rather have superior economy early game than speedier research. Because stronger economy = more money to produce more buildings to production + research.

I agree with Slunk, T should not get free minerals AND free maphack
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
March 13 2010 04:29 GMT
#99
On March 13 2010 11:49 MeruFM wrote:
As a terran player, I feel like the different macro mechanics given to the 3 races benefit us the least.

We already had scan before, now it's practically taken away from us because we need the mule just to be even with the protoss/zerg and their macro mechanic. And I don't even think it's that even. Just look at the current poll about what would be the most IMBA if put into SC1 and mule is the god damn lowest BY A WIDE MARGIN.


If you actually go through each of the comments for that poll, not one single T player voted against MULE while the other races did for their own counterparts. Just shows how biased and prideful some "group" can be.
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
March 13 2010 04:42 GMT
#100
On March 13 2010 13:00 QibingZero wrote:
Observers are hands down the best intel ability in the game, and I don't think that's going to be under discussion at all.


Since when? Scan > Observers period. With scan, you can detect anywhere, anytime, no matter what. With obs, you need to upgrade its research, fly it through anti-air detection like turrets. Unlike scan, if the opponent doesn't want your obs to be there, he can block/destroy it. T wants to scan my base? Well I can't stop him no matter what I do. Not to mention obs cost gas, take up supply while scan is pretty much free (not in SC2 anymore thank god)

On March 13 2010 13:00 QibingZero wrote:
Zerg itself has immense ability to be aware of what is going on around the map, both with cheap ultra-fast zerglings and with overlord placement. Hell, in this way zerg also shuts down the potential scouting of SCVs and the such (which aren't nearly as numerous now, especially early on).


There are so many things wrong with claiming that Z has better scouting abilities that I dont even know where to start. First of all, yes lings are cheap. But because they are so fragile, you cannot scout anywhere, and you will not be able to scout inside your opponent's base (unless he's careless) which is the most important part of scouting. T also has the option of putting a marine around the map, it only costs 50 minerals, its still cheaper than Toss's obs / zealot over the map.

I would rather have a floating building scouting for me than an overlord. Overlord is a supply, so if it gets destroyed, it will hurt Z's macro. The reason you float a building is because you don't use it. So it doesn't really hurt you if it gets destroyed. Not to mention a floating building is more sturdy than an overlord.

All this AND you also get maphack scan.

On March 13 2010 13:00 QibingZero wrote:
Both of those are far better than scanning, and I don't even see how it's a debate. You people act like scanning reveals the entire map or something. What happens when a player scans and doesn't even get the intel he needs?


We don't act like scanning reveals the entire map. Sure it doesn't but who needs the entire map revealed when you can easily simply scan where his base is? You looking for expos? Scan the likely expo areas. Oh no! you might actually have to put a cheap 50 mineral unit in expo areas that scan can't cover. I wonder if you start to feeling the pain that Zergs/Protoss has to go through yet?

Your post is not only incredibly biased and one-sided but you claim like Terrans have it bad. If anything, Terrans have it best. Stop trying to see things from only one point of view and try to be see how hard it is for Protoss / Zerg who doesn't have maphack
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
Feefee
Profile Joined November 2009
Canada556 Posts
March 13 2010 04:57 GMT
#101
People need to stop saying that scan "costs 270 minerals"^^;. I understand what you're trying to say but scan is free. Terrans simply have the option of getting a substantial boost to their mining every now and then. If you want to argue about scan vs MULE you should be arguing about how much the MULE returns during its lifetime. How many minerals does a protoss get by constantly chrono boosting his nexus for extra probe production? I'm willing to bet that a terran using only MULEs will totally out-mine a protoss boosting his nexus, especially since the mineral line will saturate fairly quickly.
MULEs return an insane amount of minerals, to the extent where, if you used the ability all the time and never scanned, you could litter the map with command centers thanks to the increased income. If you want MULE energy to be seperate from scan energy you'd have to accept a severe MULE nerf along the way. Having MULEs and scans on the same energy is what makes the abilities both balanced and interesting.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 13 2010 05:14 GMT
#102
Heads up: you can do scouting the old fashioned way with a unit, you don't have to use scan every single time to see if he's expanded etc.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
March 13 2010 05:33 GMT
#103
Obviously StarsPride is a lazy fucker. I wanted to say something but it seems like everything has already been said in this thread. If you want to think of it in terms of economics, every decision you make in SC2 is an opportunity cost.

It's not like scanning is a sunk cost of 270 minerals. It costs valuable vespene gas to make an observer. What if I want to go for a really fast colossus or immortal, but I also want an observer? If I make the obs, my fighting unit will be out later. It's a decision. If I chrono boost, I have to decide if I want more money, faster upgrades, etc.

With Terran it's exactly the same type of decision making, you're choosing to do 1 thing and forego the other, stop bitching.
twitter.com/xerislight -- follow me~~
StarsPride
Profile Joined January 2010
United States364 Posts
Last Edited: 2010-03-13 05:37:14
March 13 2010 05:36 GMT
#104
On March 13 2010 14:33 Xeris wrote:
Obviously StarsPride is a lazy fucker. I wanted to say something but it seems like everything has already been said in this thread. If you want to think of it in terms of economics, every decision you make in SC2 is an opportunity cost.

It's not like scanning is a sunk cost of 270 minerals. It costs valuable vespene gas to make an observer. What if I want to go for a really fast colossus or immortal, but I also want an observer? If I make the obs, my fighting unit will be out later. It's a decision. If I chrono boost, I have to decide if I want more money, faster upgrades, etc.

With Terran it's exactly the same type of decision making, you're choosing to do 1 thing and forego the other, stop bitching.

I repeat my self too much.
Other races fully saturate too fast. It Allows them to have a strong advantage in the early stages of the game over the mule This is why I bitch.
InfC.Pride
StarsPride
Profile Joined January 2010
United States364 Posts
March 13 2010 05:36 GMT
#105
On March 13 2010 14:14 -orb- wrote:
Heads up: you can do scouting the old fashioned way with a unit, you don't have to use scan every single time to see if he's expanded etc.

I check Expansions with SCV. I need to scan his army
InfC.Pride
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
March 13 2010 05:47 GMT
#106
I imagine cloaked banshees many for an extremely expensive and out of the way techwise - scout.
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