Simple idea for nerfing the mule... - Page 2
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Sadistx
Zimbabwe5568 Posts
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godzillathrilla
Nauru75 Posts
On September 12 2010 15:52 a176 wrote: How about 100 energy mule, 50 energy scan? This would make macro even easier. | ||
Skeyser
Canada219 Posts
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SlapMySalami
United States1060 Posts
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a176
Canada6688 Posts
On September 12 2010 15:55 godzillathrilla wrote: This would make macro even easier. It wouldn't change the macro in a bit. It would reduce the effectiveness of the ability. | ||
pileopoop
Canada317 Posts
On September 12 2010 15:59 SlapMySalami wrote: i dont know if this has been stated but people save energy in case of scans for cheese or if they actually know the opponent has invis, but later when the pressure wears off they can mule... it isnt a constant mule stream like spawn larvae Well then this would allow cloaked units to be used as a tactic to hurt the terrans economy. | ||
SlowBro
Canada7 Posts
On September 12 2010 15:52 heishe wrote: a zerg player can stockpile his larvae just as a terran can stockpile his minerals. the only difference is that we can't quickly get 12 larvae if we miss cooldowns, just like you can quickly get 1k minerals if you miss mule cooldowns. A zerg can stockpile larva and build all of them instantly if their standing army dies. Very powerful at 200/200 supply. A terran production is limited to however many unit building structures he has (which cost resources) so if he loses his army he's in alot of trouble. If he ever misses his production building timings he can't suddenly get 2 units to make up for it. If zerg has such a "forgiving" feature then why can't terran have one? | ||
Samhax
1054 Posts
On September 12 2010 15:54 Sadistx wrote: 1 MULE per OC would actually make sense. I prefere like Heishe said 1 mule minning per oc, because cast mule to repair or something else (like drop on siege tank ball) is a useful skill toi have ![]() | ||
Zlasher
United States9129 Posts
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iEchoic
United States1776 Posts
Bad idea. | ||
Apexplayer
United States406 Posts
I bet you op is zerg, and not just looking at his icon | ||
Samhax
1054 Posts
On September 12 2010 16:06 ZlaSHeR wrote: Mules last longer than 50 energy recharges so you'd constantly be overdosing on energy, meh, not like the minerals are what screws over zerg, its the gas units. Minerals=more Rax and Marines and Marines+siege tanks screws over zerg... | ||
Bxk
United States53 Posts
On September 12 2010 15:50 heishe wrote: one at a time MINING per expansion, yes. I wouldn't mind calling them down for repair or somethign else. A tactic I use in 4v4 is to get 10+ Battlecruisers with 1 or 2 armor upgrade, and pool energy on 3-6 orbital commands for combat repair. Probably wouldn't work in 1v1, but it is a good example of how MULEs are also kind of a bit overwhelming in the repair aspect. It'd almost be like allowing Queens to Transfuse anything on the map, regardless of range, I think? | ||
Snowfield
1289 Posts
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HeaveNTiMe
United States104 Posts
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Antomnus
15 Posts
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QuothTheRaven
United States5524 Posts
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Alejandrisha
United States6565 Posts
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torm
Canada274 Posts
On September 12 2010 16:09 Apexplayer wrote: Yay nerf terran hate. Im sorry our 150 mineral macro mechanic doesnt fend off anti-air, let us avoid making production facilities all together, and spread crap all over the map to make our units imba fast. I bet you op is zerg, and not just looking at his icon Nope but your tier 1 marauder kills the queen, production facilities, and everything else all while tanking air. LOLOLOLOL | ||
Deleted User 61629
1664 Posts
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