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Simple idea for nerfing the mule... - Page 5

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terranghost
Profile Joined May 2010
United States980 Posts
September 12 2010 08:50 GMT
#81
On September 12 2010 17:43 Consummate wrote:
One idea I thought that would pretty good is giving a range on MULE drops.

This stops you from building an expansion, and immediately dropping 10 MULEs on it from your main/natural that are mined out.


On September 12 2010 17:44 KillerPlague wrote:
how about just reduce the lifespan of the mule? =]



What about combining both of these. The further away the expantion is from the OC the less time the mule lasts.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 12 2010 08:51 GMT
#82
On September 12 2010 15:42 powar wrote:
It's more of saving mules for a gold expo that's the problem. If the third terran expo is on gold and he was saving energy off of two other orbital commands, that's a lot of minerals all at once just for getting a gold online 5 seconds ago.

I like the idea... but I'm a zerg player, so my opinion probably doesn't count! I have other ideas concerning zerg though, for one, hydras should come with nitro packs on their backs!


Wouldn't this prove that it's not the mechanic of mules that's broken, but the gold minerals themselves?

Perhaps some balancing in high yields and expansion patterns is all that needs to be done. I don't believe the mule is broken at all, and in fact it's pretty much required to keep on par with protoss economy early on.

That being said, the OPs idea isn't that dramatic. It isn't necessary either though. I'll have to veto this one.
Half man, half bear, half pig.
Consummate
Profile Joined April 2010
Australia191 Posts
September 12 2010 08:55 GMT
#83
On September 12 2010 17:32 MythicalMage wrote:
So two things.

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.


Where is your source for Protoss being the most OP race in Korea? I would be interested to read.

With the MULE, the Terran can become barely close? I suppose that is why on equal bases, Terran has by far the highest resource collection rates.

Protoss should be expanding the same time as Terran, and if Terran are getting more resource income, then that would imply that with MULEs, Terran have an economic advantage.
lol
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
September 12 2010 08:59 GMT
#84
There should be one chrono boost atm time too then >_<
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Jugan
Profile Blog Joined July 2009
United States1566 Posts
September 12 2010 09:00 GMT
#85
On September 12 2010 15:42 Samhax wrote:

Plenty of mules on a gold mineral spot is ridiculous atm...


So is injecting larva til your tech building finishes and spawning a million of them? Or spreading creep over the map?
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
September 12 2010 09:02 GMT
#86
its a decent idea but then blizzard will also have to slightly buff the production time of SCVs since terran will have a hard time keeping up with chrono boosted probes and spawn larvae drones.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Zurles
Profile Joined February 2009
United Kingdom1659 Posts
September 12 2010 09:05 GMT
#87
If it was up to me it would last about 50% longer but only mine as fast as a normal scv, then it would be used to shoot in to repair more and it wouldn't be ridiculously overpowered.
Huntsman
Profile Joined April 2010
New Zealand36 Posts
September 12 2010 09:11 GMT
#88
I think everyone is over reacting to the MULE because it seems weird that this energy only unit can harvest so much. And yeah, I can see where that's coming from, but I'll explain why Terran have the MULE.

What people need to realise is that Terran cannot make units faster. Their macro mechanic only affects how fast they can gather resources. It does not affect the speed at which they can make units and workers, and this is most noticable in the early game where Terran needs to get the OC up so they can catch up in income as they cannot speed up production in the case of Protoss, or make multiple units like Zerg can. As the game goes on Terran has to shell out more and more money for unit producing structures and add ons to keep up production. Zerg makes a hatchery if they need to, and protoss makes maybe one more, possibly two, robos or stargates, plus a couple more gateways, but just chrono boosts everything else to get out units faster, and this is where the MULE comes in. Using the MULE constantly and efficiently allows you to keep up a steady stream of production, and the more you miss out on building units, the more money you stockpile, the more money you can't spend without making more buildings to make units. MULEs reward players with good macro, like the larva inject and chrono boost, but they all reward people in different ways. Adding limits to this would be stupid and by that logic you should add limits to chrono boosts and the queens abilities.

One small thing I want to mention though, is that the MULE links with supply drop and scan, where Zerg has to balance creep tumours and (very rarely) transfuse with their larva inject, and Protoss.. nothing. Screwing up a scan with Terran hurts a lot more in the early game than getting a creep tumour and missing out on 4 larva, and there are a few situations as Terran where you want to save up energy and lose out on income to increase it later to have scans avaliable for pushing for detecting invisable units or seeing up ramps, and if you dont need the energy then, you can call down several MULEs to make up for it later in order to catch back up on production.

Is the MULE awesome? yes. But not many people realise the ups and downs of mules and how having them is like a double edged sword, where they can help but you can suffer a lot if it gets sniped for example and you build relies on that money the MULE gets, which most do. Infact, most of the people that do realise these things are Terran users (because we play the race) rather than the Zerg and Protoss users that want to nerf it because they don't have something like it.
"The abuse of greatness is when it disjoins remorse from power" - Shakespeare
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
September 12 2010 09:12 GMT
#89
Wait why would anyone agree with this? The MULE is not at the heart of any of the reasons why Terran may be overpowered (which I'm not sure I even agree with)

Then again I play Terran, so I'm sure my opinion is totally invalidated.
FOOL! Pain is my friend! Now let me introduce you to it!
Vei
Profile Joined March 2010
United States2845 Posts
September 12 2010 09:15 GMT
#90
Yeah, Zerg can't multiple inject Larva. Protoss can't stack chronos to make it 50%/100%/150%/200% faster -- so why should Terran get to mine n% faster for failing at macroing?
www.justin.tv/veisc2 ~ 720p + commentary
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
September 12 2010 09:15 GMT
#91
Teamliquid is not interested in everyone's personal balance suggestions, especially not when more than half the people in here obviously have no idea what they are talking about
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
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