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Mules and map balance - Page 3

Forum Index > StarCraft 2 Strategy
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rbkl
Profile Joined March 2010
772 Posts
April 16 2010 15:22 GMT
#41
Are you sure the number 2 and number 3 should be switched? Seems like the Reds are further than yellows.
www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 17 2010 00:45 GMT
#42
If you only mule the green patches they will be mined out much faster than the others and lower your income rate for the remaining minerals.
Are you sure that is worth it? If you did think that was worth it because you avoid mineral loss then wouldn't you consider supply drop better than mule anyway because it mule is only faster income, whereas supply is an actual gain of 100 minerals over the term of a base?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Piousflea
Profile Joined February 2010
United States259 Posts
April 17 2010 01:21 GMT
#43
This should be a simple fix, if the MULE has less than X seconds remaining on its life then it should not be able to start mining.

I think it's interesting that the rate of mineral (and also gas, although this wasn't covered in the OP) mining can differ from location to location. Isn't it true that in WC3, the harvesting speed of Peons changes very slightly depending on the position of the gold mine so that Gold income is always the same (equal to wisps or acolytes) regardless of where the gold mine is placed? I think that at least vespene gas should work that way.
Seek, behold, and reveal the truth
heyda
Profile Joined April 2010
United States7 Posts
April 17 2010 03:13 GMT
#44
On April 15 2010 12:18 Clonze wrote:
Thanks cheech, you're the best practice partner in the whole world.


Yo, if you want to play and talk to someone sometime just jump up a few vent channels I'm sure me, vec, or dan (anti) will want to play
Guc
Profile Joined April 2010
Australia28 Posts
April 17 2010 03:17 GMT
#45
So are all vespene geasers the same or is there a red / yellow whilst minning with normal miners?
CORN! I ATE NO CORN
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 17 2010 03:18 GMT
#46
awesome job!
FeiLing
Profile Joined March 2011
Germany428 Posts
June 26 2011 07:09 GMT
#47
On April 15 2010 10:59 CheeC[h] wrote:
1. the mule can return 270 minerals throughout its duration
2. the mule can return 240 minerals throughout its duration (the further away patches)
3. the mule can collect 270 minerals but only return 240 (its duration runs out before reaching the command center)

i will represent these outcomes with circles over the mineral patch summoned on top of.

1 = green
2 = yellow
3 = red

Metalopolis

middle left position
[image loading]

middle right position
[image loading]

I was pretty shocked by the results i found.


Wow... that is absolutely shocking and requires some new research (also for more current maps). I mean are you kidding me blizzard? I don't know what to say apart from: WTF??!

PS: I also think they should re-time a mule (either life span or collecting rate) by a very minor factor, so that it will never (neither on far nor close patches) gather minerals and die while holding them.
indo
Profile Blog Joined July 2004
United States100 Posts
June 26 2011 07:19 GMT
#48
what if they dropped minerals, and u had to send a worker to pick them up.. like how u could pick up a doodad in bw

ahh reminds me of scv football
Gaspa
Profile Joined February 2011
Brazil109 Posts
Last Edited: 2011-06-26 22:32:11
June 26 2011 21:48 GMT
#49
Yeah, I was redirected here from a new post on the subject. It would be nice if someone could take their times to update this info (even on the old maps, since there's been changes to mining and MULEs in the patches).

(edit: typo)
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
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