Simple idea for nerfing the mule... - Page 4
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Sfydjklm
United States9218 Posts
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Adonisto
Canada191 Posts
On September 12 2010 16:33 nemahsys wrote: how is late game chronoboost almost useless? ps. for the record I think this is a horrible idea. When you have more than 3 expo it's impossible to spend all the energy on something useful. You can always dumb it on your 10 warpgate but it's pretty useless... Terran on the other hand have a BIG advantage with mule throughout the game. | ||
kickinhead
Switzerland2069 Posts
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cAPS
United States153 Posts
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Half
United States2554 Posts
If anything, toss is the one whos macro mechanic needs to be reworked. Terran have it about as hard with zerg after the building group nerf (where you have to group reactors and tech labs separately now) I don't see any reasoning behind this besides "I don't like T so any nerf to them is always good". | ||
Subversion
South Africa3627 Posts
that way ur punished for missing a MULE, you can't just pop 4 down when u remember, | ||
Endorsed
Netherlands1221 Posts
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terr13
United States298 Posts
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joi93
Sweden47 Posts
On September 12 2010 15:44 MegaVolt wrote: Yes, it's a very good idea. I'd even go further and limit the maximum CC energy to 75. That way the Terran can't save up a lot of energy and has to sacrifice a bit of economy to keep scans ready (which should help the mid- and lategame a lot). Wow, that would destroy Terran scan against coloaked units so much. If this is added to the game (What OP suggested) Protoss should aswell have a CD on Chrono Boost. In lategame i'm a bitt annoyed about warping in a bunch of units and then boost out another wave of them. | ||
zZygote
Canada898 Posts
On September 12 2010 17:04 joi93 wrote: In lategame i'm a bitt annoyed about warping in a bunch of units and then boost out another wave of them. You do realize that we can only chronoboost so many gateways, and if it is done how much energy do you have left to do a 2nd try? Back on topic: I think that as it stands Terran has the highest yielding and most advantagous 1-base mechanic out of all the races. So yes, I highly agree that there should be a limiting factor to even it out even just a little so there is better equalization of 1-base play. | ||
cHaNg-sTa
United States1058 Posts
On September 12 2010 16:41 GIGAR wrote: I would still prefer it if MULE's cost 4 supply. This would still allow you to drop a ton at a gold field, assuming you had enough supply, and it should be pretty easy to give some good burst income if your entire army was just wiped out. Having a 1 MULE limit could work, too, though. I actually somewhat agree with this. I think MULES should cost 2 (4 is too much) while in play, and maybe upgrade to make them cost no supply later? So they don't impede on the 200 supply cap. | ||
Champi
1422 Posts
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terranghost
United States980 Posts
Now I do agree the mule needs a change of some sort I think even two would be bad. But what if the mule brought back less of a return per trip but still gave the same overall return and still lasted the same amount of time. (This means it would have to mine faster) | ||
Sika_grr
Croatia4 Posts
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Scoop
Finland482 Posts
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figq
12519 Posts
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MythicalMage
1360 Posts
If you make it so the OC can only drop a mule at a time, you HAVE to make it so the Nexus can only chrono boost at one time, or has a CD or something. That's the way these things work. Hell, in Korea, Toss is considered the OP race. As for your comment about only being able to chrono boost once. . well, sure. But it still builds up. The only solution would be to make it have a SHORT cooldown. You don't want to punish Terran for something you're not punishing Toss for. The easy solution is to make queen injecting easier. Secondly, I hate people saying "I don't think it's that bad" and then making ridiculous statements after not playing the race, and not knowing the game. EDIT: The MULE isn't the problem. With the MULE the Terran can BARELY COME CLOSE to the Protoss and Zerg economies early game. That's right, CONSISTENTLY MULEing, the Terran is actually a little bit behind. Sorry for caps, I'm tired but I had to get the point across. | ||
Consummate
Australia191 Posts
This stops you from building an expansion, and immediately dropping 10 MULEs on it from your main/natural that are mined out. | ||
KillerPlague
United States1386 Posts
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Phayze
Canada2029 Posts
I mean, if a terran cant use a mule every 50 energy, he can just scan and supply drop. Zerg if they dont produce larvae, lose the production, but can transfuse in specific situations or spread creep. Sounds even to me (i assume you meant 1 mule per cc right?) | ||
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