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[SC2] Macromanagement in Starcraft II - Page 11

Forum Index > News
203 CommentsPost a Reply
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TwirlingFern
Profile Joined September 2009
17 Posts
September 19 2009 19:25 GMT
#201
Terran macro mechanic: Speed build with a MULE:
When you call down a MULE, you can only have it mine minerals. What if you could also use it help an scv to build a building faster? So once an scv starts building something, you can have a MULE help build it to reduce build time.

This furthers the style of the terran race because already you can reduce unit production time by adding on a tech lab to a fac or rax. Using a MULE to speed up build time seems to fit.

There are many interesting things you can do with this: Building a proxy building? Call down a MULE to speed it up. Mutas on the way? Help that bunker build faster. DTs coming and you don't want to blow a full scan? Speed up that turret production.

This macro mechanic has versatility without making you lose out on the econ benefit of a MULE. You can still get minerals by setting it to mine after it's done producing.


rachmaninoff
Profile Joined August 2008
United States4 Posts
September 23 2009 02:02 GMT
#202
In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know.


If blizzard made the morphing larva eggs different sizes, depending on which unit is being morphed, then it would take a lot of the ambiguity out of scouting a zerg in SC2.
Kage
Profile Blog Joined May 2007
India788 Posts
March 01 2010 17:20 GMT
#203
Fantastic article. Loved the read. Now to understand the exact math behind this heh.
virulence
Profile Joined March 2010
United States5 Posts
March 06 2010 15:46 GMT
#204
Good read.
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