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Simple idea for nerfing the mule... - Page 2

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Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
Last Edited: 2010-09-12 06:55:39
September 12 2010 06:54 GMT
#21
1 MULE per OC would actually make sense.
godzillathrilla
Profile Joined September 2010
Nauru75 Posts
September 12 2010 06:55 GMT
#22
On September 12 2010 15:52 a176 wrote:
How about 100 energy mule, 50 energy scan?


This would make macro even easier.
Skeyser
Profile Joined June 2010
Canada219 Posts
September 12 2010 06:58 GMT
#23
Spamming mules on a gold expo is definitely a problem imo
SlapMySalami
Profile Joined August 2010
United States1060 Posts
September 12 2010 06:59 GMT
#24
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
marineking will u huk my bigtt1 ilu
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 12 2010 07:00 GMT
#25
On September 12 2010 15:55 godzillathrilla wrote:
Show nested quote +
On September 12 2010 15:52 a176 wrote:
How about 100 energy mule, 50 energy scan?


This would make macro even easier.


It wouldn't change the macro in a bit. It would reduce the effectiveness of the ability.
starleague forever
pileopoop
Profile Blog Joined July 2010
Canada317 Posts
September 12 2010 07:02 GMT
#26
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
Profile Joined July 2010
Canada7 Posts
September 12 2010 07:02 GMT
#27
On September 12 2010 15:52 heishe wrote:
Show nested quote +
On September 12 2010 15:43 freshiie22 wrote:
sorry but i dont see how this can possible make sense. a zerg player van stock pile all their larvas early game it wont happen cuzz thats when you have to be crisp on ur timings and macro. in the early game you will never see any good players with un used larvas, however late game yo will have alot of spare larvas. same can be said for the OC early game there isnt much room to slip on macro and let your orbital build up energy. however late game you might have 3 orbitals at 200/200 just spame E and cLl dow 12 mules. and crono boost can be used right after the otjer so you can constantly keep up fSter production.


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
Profile Joined August 2010
1054 Posts
Last Edited: 2010-09-12 07:07:00
September 12 2010 07:03 GMT
#28
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
Profile Blog Joined February 2010
United States9129 Posts
September 12 2010 07:06 GMT
#29
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.
Follow me: www.twitter.com/zlasher
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
September 12 2010 07:07 GMT
#30
People think that calling down 4 mules at 200/200 is just as good as calling down 1 at 50/50 4 times. Resources early in the game are more valuable due to resource inflation, and you can take the money earlier and invest it into getting more (i.e. getting an expo earlier). There is already a punishment for missing your mule timings.

Bad idea.
vileEchoic -- clanvile.com
Apexplayer
Profile Joined September 2009
United States406 Posts
September 12 2010 07:09 GMT
#31
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
Samhax
Profile Joined August 2010
1054 Posts
September 12 2010 07:09 GMT
#32
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
Profile Joined September 2010
United States53 Posts
September 12 2010 07:09 GMT
#33
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
Profile Blog Joined April 2010
1289 Posts
September 12 2010 07:15 GMT
#34
I don't like enforcing hard caps, it's bad for the game mmmmkay, still voted yes as its a easy lazy fix
HeaveNTiMe
Profile Joined April 2010
United States104 Posts
September 12 2010 07:17 GMT
#35
Prolly 1 Mule at a time per Oribital command, sounds good to me, will make ppl keep up on mules and also will get use out of supply drops more, and saving up on scan will hurt more
Hi
Antomnus
Profile Joined August 2010
15 Posts
September 12 2010 07:19 GMT
#36
The MULE's purpose is simply to make up for the fact that the SCV has to remain with the construction (yes, zerg does, too, sorta), and since you can spend it any time you want, whether you spend 1 at a time or wait and do 4 they are equally effective. Of course, if you save them up, you're losing out on minerals you could be getting now, giving your opponent some help.
Mid-high platinum looking for partners for practice and 2v2s - Antomnus.594
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
September 12 2010 07:19 GMT
#37
I don't see any problem with this. It punishes bad macro, but not too harshly--if the T lets energy build up, he can always get rid of the excess with a scan.
. . . nevermore
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 12 2010 07:20 GMT
#38
I like the idea of 1 mule at a time as in each orbital command has a mule cool down, say the time it take to regenerate 25 or 50 energy. BUT, if that gets the nerf bat, I'm sure the terrans will want to see a chrono boost cool down. No!!
get rich or die mining
TL+ Member
torm
Profile Joined May 2010
Canada274 Posts
September 12 2010 07:20 GMT
#39
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
Profile Blog Joined March 2010
1664 Posts
September 12 2010 07:21 GMT
#40
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