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[D]Mules as a emergency repair unit?

Forum Index > StarCraft 2 Strategy
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Aoii
Profile Joined August 2010
Canada21 Posts
August 23 2010 01:20 GMT
#1
I have been pondering around this idea where you call down mules to repair units ie. Thors in close situations.

For example in the map lost temple if you were to do a drop on the expos high ground with a thor but your medivac suddenly dies then your thor would be next and you have no scv to repair it could you not use M.U.L.Es as a emergency repair? Technically if a thor can be kept alive untill further reinforcements or till all danger clears before the M.U.L.Es time run out.

Of course maybe using this strat to buff up your all in "if in some situation you lose all your SCV or don't have enough" ie. thor push, tank, mech

I do not know if M.U.L.Es repair more efficiently then SCV but knowing that terrans can use M.U.L.Es at any place with vision I think this can be a good way for tight situations.

Please discuss;P I want to know what you guys think.

~Mules have 90seconds of life
~60 hitpoints
~50 energy
~speed 2.8125
~armor: light


P.S I am a protoss player^^ and I don't know if anyone else thought of this but if so delete this one then.
If you strike few with many, you will thus minimize the number of those with whom you do battle| -Sun Tzu
w(oO)t
Profile Joined November 2009
New Zealand40 Posts
August 23 2010 01:52 GMT
#2
i have dropped mules on cliffs to repair thors a few times...
aiyeeta
Profile Joined June 2007
United States199 Posts
Last Edited: 2010-08-23 01:54:36
August 23 2010 01:52 GMT
#3
I could be wrong, I haven't played Terran much since release, but I know Mules can't attack... Can they repair?

If nothing more, they are great call downs into combat to soak damage.

EDIT: Got my answer to the first question.
"...And that was the first time I got crabs"
SpiderWaffle
Profile Joined December 2008
United States125 Posts
August 23 2010 01:53 GMT
#4
I've done this a few times, also can be used a save burning building if you can't get a scv there fast enough, becomes more useful in late game when everything is almost mined out. I don't think they repair any faster though.
http://students.washington.edu/blakep/SCBW/replays/
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
August 23 2010 05:07 GMT
#5
Problem is when you're doing these strategies, it should be relatively early or midgame, and you should be spending all your energy on MULES already for mining. You should not have spare energy this early.

In lategame, yes it would make sense, but I don't believe that one MULE would be enough, and you don't want to throw away MULES or scans needlessly.
There is no one like you in the universe.
CheAse
Profile Blog Joined July 2009
Canada919 Posts
August 23 2010 05:13 GMT
#6
I had a game were dropping the muel to save my thor won me the game.

I did a thor drop on a terran player. His army units and my dropship were all dead. I called down a muel to repair it barely though the scv damage.(Thor had a good position behind minerals, wedged in between depo).

I would upload the replay but it was an old beta one.
SCV good to go sir
samuraibael
Profile Joined February 2008
Australia294 Posts
August 23 2010 05:21 GMT
#7
I lost to a BC rush once with dropped mule repairs on scrap station.
bull0563
Profile Blog Joined April 2010
112 Posts
August 23 2010 12:23 GMT
#8
The thing is you need to drop mules before the units are really low on health. It takes a while for them to land and get active.
Elanshin
Profile Joined June 2010
Australia216 Posts
August 23 2010 12:28 GMT
#9
Its very viable, it depends on what stage of the game and the situation.
Eg : Early game unless the unit that you want to repair will cripple your opponent then its not too worth it (examples would be first thor push, or first tank) late game...just do it if it will save an expensive unit.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
Last Edited: 2010-08-23 12:31:33
August 23 2010 12:31 GMT
#10
I do it all the time while pushing. It works great, someitmes you need scan instead though.
England will fight to the last American
NadaSound
Profile Joined March 2010
United States227 Posts
August 23 2010 12:38 GMT
#11
I do it all the time as well, it really helps in a close battle. I don't mind any potential economic loss either. You cant get to greedy with mules in an economic sense. Though I suppose I could just send out some scvs with my attack instead and use the mules as back up. I think that is what I am going to start doing from now on.
ZeaL.
Profile Blog Joined April 2009
United States5955 Posts
August 23 2010 12:52 GMT
#12
I know this would never happen in a 1v1 but in a 4v4 one of my terran teammates built planetary fortresses at the two chokes and just expanded everywhere, like 4 expos before making any combat units. When the enemies pushed me and him dropped mules all over the PF being attacked and kept it alive until units could come and reinforce it, it actually worked out extremely well.
KamuL
Profile Blog Joined May 2010
United States154 Posts
August 23 2010 12:57 GMT
#13
i've seen T's like TLO, MorroW, ajtls, Brat_OK, TheSTC, use mules to call-down emergency repair in tight battles, AND against opponents TvT.

also seen ajtls scan places inside an opponents base that they have no pylons/overlords/etc and calldown a mule, and wait to use it as a scouting tool.
IsAi.199 =) Roar
DeCoup
Profile Joined September 2006
Australia1933 Posts
August 23 2010 13:03 GMT
#14
I don't ever develop strategies which rely on this mechanic because the energy could be better spent in other ways. But if I see the situation arise and think it will give me an edge I use it. (Eg. If I was scouting with my only Factory and wait too long before retreating it and it gets in the red, and I think I will need it for further production).
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Ender985
Profile Blog Joined August 2010
Spain910 Posts
August 23 2010 14:28 GMT
#15
Hmm what about in TvT, calling in mules on top of his tanks to force the first volley away from your incoming army while adding some splash damage? Simmilar to the Thor+Marauder push against tanks. You would need vision (any air unit or a scan if AA is heavy) and probably waste a lot of potential-minerals (270 per mule), but it might be worth a try.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Genovi
Profile Joined May 2010
Sweden388 Posts
August 23 2010 14:35 GMT
#16
On August 23 2010 23:28 Ender985 wrote:
Hmm what about in TvT, calling in mules on top of his tanks to force the first volley away from your incoming army while adding some splash damage? Simmilar to the Thor+Marauder push against tanks. You would need vision (any air unit or a scan if AA is heavy) and probably waste a lot of potential-minerals (270 per mule), but it might be worth a try.


Would be worth a try if tanks didnt have smartfire. Just one tank will fire at the MULE. Hardly makes any difference in a bigger tank line.
We fucking lost team - RTZ
n3mo
Profile Joined May 2010
United States298 Posts
August 23 2010 14:38 GMT
#17
On August 23 2010 23:28 Ender985 wrote:
Hmm what about in TvT, calling in mules on top of his tanks to force the first volley away from your incoming army while adding some splash damage? Simmilar to the Thor+Marauder push against tanks. You would need vision (any air unit or a scan if AA is heavy) and probably waste a lot of potential-minerals (270 per mule), but it might be worth a try.


it won't force the first volley away (maybe 2 tanks will fire, thats it), but it will do splash damage. i haven't seen it useful for a push, but when i've contained a terran to one base (and have taken most of the map, just can't push in), i'll just drop them in and soften them up. if you're in this scenario, you could get creative - drop them on SCVs, drop them on marines, etc. to splash them as well.
My hatred for [banelings] is way greater than my compassion
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