[SC2B] Beta 101 - Page 5
Forum Index > News |
![]()
Zelniq
United States7166 Posts
| ||
Malongo
Chile3472 Posts
On February 20 2010 03:08 ShadowDrgn wrote: 270. It almost gets 300 from a close mineral patch and barely makes 270 from a far patch. So is it playable to make barracks->mule->cc->mule buld¿ like twin hatcheries to abuse muling one mineral line and at the same time saturate the same min line with workers/mules¿ | ||
mista_sox
Australia6 Posts
| ||
Darkn3ss
United States717 Posts
On February 20 2010 07:29 niteReloaded wrote: The first guy who manages to B05pwn David Kim is going to be the first SC2 idol. That will be me!!! If I get into beta in the second wave!!!!!!!! Grrrrrrrrrr.... | ||
GW.Methos
United States249 Posts
might try that | ||
Mykill
Canada3402 Posts
cant wait to get it! ![]() | ||
Feefee
Canada556 Posts
I do want to see someone call down a mule to repair though! At least on sc2armory it lists the mule as being able to repair like any scv would.. would be awesome to drop tanks and repair them if they took a beating =P. If the mule could build bunkers that'd be even sweeter^^ Come to think of it I wonder if the mule could emergency repair your wall without blocking other SCV's One thing I don't like so far: Unless you're zerg it seems from what I've seen that expoing is extremely risky. I've almost never seen a player that goes for an expansion FIRST win the game. He usually just gets his expansion killed by more units while the OTHER guy takes an expansion. Might just be because nobody has good buildorders, but I don't get the feel of stuff like 12 nexus or forge fast expand where you can almost be completely safe in expanding early unless your opponent spots it right away and goes for a hard to pull off counter. It may be a macro game but it looks like a macro game off of 1 base so far =( | ||
Feefee
Canada556 Posts
| ||
Epithet
United States840 Posts
| ||
MidKnight
Lithuania884 Posts
On February 19 2010 18:13 Metaspace wrote: In terms of game design, this MULE thing (and larvae injection etc.) is totally crappy. Why? It forces the ambitious player to regularly execute a boring, purely mechanic task, regardless of game situation, in order to assure optimum income. This is the stuff robots are good at - no thinking, no adaptation, no creativity, no game sense needed. I am sure someone somewhere is already programming a tool to automate this. How is that different from returning to your base, selecting idle workers and right clicking them on the mineral fields? Blizzard couldn't intentionally ignore new available UI options (automine and MBS wasn't in SC purely because programming didn't allow it at the time) if they wanted to sell SC2 to casual gamers. I do agree that Protoss Chrono mechanic is way better than mule or inject larva though | ||
Metaspace
Austria670 Posts
Note, the worker thing was explicitly removed in SC2 by automine. So why introduce the mule/larvae/chronothingy cooldown mechanic instead? | ||
mikekh
Canada3 Posts
| ||
NET
United States703 Posts
| ||
Talic_Zealot
688 Posts
| ||
| ||