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[SC2B] Beta 101 - Page 5

Forum Index > News
93 CommentsPost a Reply
Prev 1 2 3 4 5 All
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 19 2010 23:02 GMT
#81
I got a kick out of this news post lol
ModeratorBlame yourself or God
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
February 19 2010 23:36 GMT
#82
On February 20 2010 03:08 ShadowDrgn wrote:
Show nested quote +
On February 19 2010 13:54 Jyvblamo wrote:
How many minerals does the Mule return during its lifespan, on average?


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¿
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
mista_sox
Profile Joined February 2010
Australia6 Posts
February 20 2010 00:34 GMT
#83
Does anyone know the interaction between mules and high yield minerals?
Darkn3ss
Profile Joined November 2009
United States717 Posts
February 20 2010 00:53 GMT
#84
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....
Dont quote me boy, cuz I aint saying shhh...
GW.Methos
Profile Blog Joined November 2009
United States249 Posts
February 20 2010 01:04 GMT
#85
2v2s?
might try that
i.pwn.n00bs
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
February 20 2010 01:19 GMT
#86
great coverage
cant wait to get it!
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
Feefee
Profile Joined November 2009
Canada556 Posts
Last Edited: 2010-02-20 14:40:42
February 20 2010 14:39 GMT
#87
Completely disagree with people saying mule is overpowering the other abilities. I've only watched streams (although I watched WAY too many of them) but currently nobody has a clue about scouting, and I see people who aren't stupid enough to play utterly blindly win games by scanning and then countering their opponent (or finding their hidden expos). It's definitely a worthwhile tradeoff in my eyes. Scan is essential in sc1, and I don't see any indication of it being less so in sc2.

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
Profile Joined November 2009
Canada556 Posts
February 20 2010 14:48 GMT
#88
Hmm come to think of it, the viability of a fast expand is really dependant on the time it takes to run units from one base to the other... do the maps feel smaller in SC2?
Epithet
Profile Blog Joined February 2010
United States840 Posts
February 21 2010 05:47 GMT
#89
Hook me up with a beta key insane ^^. J/k ;p
YellOw, Reach, & Nal_Ra Hwaiting!!
MidKnight
Profile Joined December 2008
Lithuania884 Posts
February 21 2010 14:38 GMT
#90
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
Profile Joined November 2006
Austria670 Posts
February 21 2010 18:18 GMT
#91
Midknight, read the thread. Because some things were tedious in SC1, this is no justification to repeat this in SC2.

Note, the worker thing was explicitly removed in SC2 by automine. So why introduce the mule/larvae/chronothingy cooldown mechanic instead?
Wir haben zuwenig Vespingas!
mikekh
Profile Joined February 2010
Canada3 Posts
February 21 2010 21:00 GMT
#92
--- Nuked ---
NET
Profile Blog Joined February 2009
United States703 Posts
February 21 2010 23:10 GMT
#93
Sweet, nice update, especially for those w/o the Beta
"Dark Templar are the saviors of the Protoss Race." -Artosis
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
February 22 2010 10:06 GMT
#94
Great article! I am just getting more and more pumped to play this baller game. Liver for beta key! Keep the good TL coverage coming.
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