On April 09 2012 09:46 najo wrote:
Yea, they should also cap the amount of injects a zerg can have.
Yea, they should also cap the amount of injects a zerg can have.
They already do...
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Drazerk
United Kingdom31255 Posts
April 09 2012 00:47 GMT
#9601
On April 09 2012 09:46 najo wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. They already do... | ||
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Femari
United States2900 Posts
April 09 2012 00:47 GMT
#9602
On April 09 2012 09:47 Dont-Panic wrote: It's BO5 A foreign tournament doing something right? :O | ||
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Assirra
Belgium4169 Posts
April 09 2012 00:48 GMT
#9603
On April 09 2012 09:46 najo wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. There already is one... Not to mention cooldown so you can't spamm it. | ||
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JOJOsc2news
3000 Posts
April 09 2012 00:48 GMT
#9604
I am quite enjoying this (bare with me) ![]() | ||
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Unreliablex
141 Posts
April 09 2012 00:48 GMT
#9605
On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. It's simple. Maximum 1 mule pr OC. This makes it so that you can't have bad macro or end up with a situation like this where both players are struggeling at getting a new expand, but when terran does, he calls down 6 mules (like alive did). Max 1 mule pr OC makes it so that terran has to focus on calling down mules when they have energy like zerg has to do with injects. If you fail on it, just use the energy on scans or call down supply. This is not a whine, but a suggestion to fixing endings like this. | ||
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Yello
Germany7411 Posts
April 09 2012 00:48 GMT
#9606
On April 09 2012 09:43 drbrown wrote: Show nested quote + On April 09 2012 09:41 Killcani wrote: On April 09 2012 09:40 PhoenixVoid wrote: Hate to sound like I'm crying imbalance, but MULEs saved aLive. thats like saying injection saved a zerg when they win :s spawn larvae wont help you when you are forced into a low economy game, and it cant be stored up either You can stack up to 16 larvae at each hatchery with injects and then in the lategame insta-reinforce to a maxed army. Of cause that doesn't help you in a low-economy-game but the same way it totally DECIDES games, so with your logic they injects save zerg when they win. These are some race-dependend imbalances, terran is favored in low-eco-games, zerg in more passive lategame scenarios with a lot of banked ressources. That's just how the game is and if it leads to awesome games like this I am fine with it and you should be too. | ||
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TheRhox
Canada868 Posts
April 09 2012 00:48 GMT
#9607
On April 09 2012 09:47 Drazerk wrote: Show nested quote + On April 09 2012 09:46 najo wrote: On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. They already do... Imagine if you were rewarded for saving up injects and using them all at once! OMG | ||
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dAPhREAk
Nauru12397 Posts
April 09 2012 00:48 GMT
#9608
On April 09 2012 09:47 Femari wrote: Show nested quote + On April 09 2012 09:47 Dont-Panic wrote: On April 09 2012 09:46 Femari wrote: its bo3 isnt it? It's BO5 A foreign tournament doing something right? :O IPL has always been this way. other tournaments are the same. | ||
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the`postman
United States1643 Posts
April 09 2012 00:48 GMT
#9609
On April 09 2012 09:46 najo wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. There is a cap, it's one per hatch. | ||
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c0ldfusion
United States8293 Posts
April 09 2012 00:48 GMT
#9610
On April 09 2012 09:48 Assirra wrote: Show nested quote + On April 09 2012 09:46 najo wrote: On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. There is one, it called cooldown. that and you can only stockpile so many larvae per hatchery (15? I believe) | ||
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McFeser
United States2458 Posts
April 09 2012 00:48 GMT
#9611
On April 09 2012 09:46 najo wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. No, the problem is early game aggression. So for mules and larva injects I think the proper solution is that when each ability is used, it should take twenty minutes to take effect. | ||
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Diavlo
Belgium2915 Posts
April 09 2012 00:49 GMT
#9612
On April 09 2012 09:46 Drazerk wrote: Show nested quote + On April 09 2012 09:45 Diavlo wrote: On April 09 2012 09:42 tdt wrote: Game was closer than it needed to be because alive refused to build turrets. Silly you ,these days turrets are only meant to see burrowed infestors ![]() There were no infestors -> no turrets. Flawless logic Silly you terrans don't build detection they have scans and refuse to build the best unit in the game ( the raven ) because of it ![]() God i forgot about scans. But if you scan there is no mules. And how are you going to compensate all those scvs you lost because you had no turrets without mules? How i ask you?? ![]() | ||
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ampson
United States2355 Posts
April 09 2012 00:49 GMT
#9613
On April 09 2012 09:48 Unreliablex wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. It's simple. Maximum 1 mule pr OC. This makes it so that you can't have bad macro or end up with a situation like this where both players are struggeling at getting a new expand, but when terran does, he calls down 6 mules (like alive did). Max 1 mule pr OC makes it so that terran has to focus on calling down mules when they have energy like zerg has to do with injects. If you fail on it, just use the energy on scans or call down supply. This is not a whine, but a suggestion to fixing endings like this. The ending didn't need to be fixed. | ||
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dAPhREAk
Nauru12397 Posts
April 09 2012 00:49 GMT
#9614
On April 09 2012 09:48 McFeser wrote: Show nested quote + On April 09 2012 09:46 najo wrote: On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. No, the problem is early game aggression. So for mules and larva injects I think the proper solution is that when each ability is used, it should take twenty minutes to take effect. NR20. that about right? | ||
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tdt
United States3179 Posts
April 09 2012 00:49 GMT
#9615
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Seiniyta
Belgium1815 Posts
April 09 2012 00:49 GMT
#9616
On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Nah, more like remove the energy of the Orbital command and once it's a OB you can use a scan or a mule with a cooldown of xx seconds. On the flipside, I think they're fine but that the other races kinda lack such a comback economy unit. | ||
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Forbidden17
666 Posts
April 09 2012 00:50 GMT
#9617
On April 09 2012 09:48 c0ldfusion wrote: Show nested quote + On April 09 2012 09:48 Assirra wrote: On April 09 2012 09:46 najo wrote: On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. There is one, it called cooldown. that and you can only stockpile so many larvae per hatchery (15? I believe) 19 | ||
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Unreliablex
141 Posts
April 09 2012 00:50 GMT
#9618
On April 09 2012 09:49 ampson wrote: Show nested quote + On April 09 2012 09:48 Unreliablex wrote: On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. It's simple. Maximum 1 mule pr OC. This makes it so that you can't have bad macro or end up with a situation like this where both players are struggeling at getting a new expand, but when terran does, he calls down 6 mules (like alive did). Max 1 mule pr OC makes it so that terran has to focus on calling down mules when they have energy like zerg has to do with injects. If you fail on it, just use the energy on scans or call down supply. This is not a whine, but a suggestion to fixing endings like this. The ending didn't need to be fixed. 6 mules call-down on third since he had no mining base = instant 1.6k mineralincome. So yes, I would call it a problem. | ||
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finale23
United States88 Posts
April 09 2012 00:50 GMT
#9619
On April 09 2012 09:46 najo wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. Yea, they should also cap the amount of injects a zerg can have. larves can't mine or substitute workers so that you have a larger group of attack units. | ||
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woob
United Kingdom1322 Posts
April 09 2012 00:50 GMT
#9620
On April 09 2012 09:48 Unreliablex wrote: Show nested quote + On April 09 2012 09:46 finale23 wrote: Blizzard should put a cap on the number of mules that terran can have, like 5. It's simple. Maximum 1 mule pr OC. This makes it so that you can't have bad macro or end up with a situation like this where both players are struggeling at getting a new expand, but when terran does, he calls down 6 mules (like alive did). Max 1 mule pr OC makes it so that terran has to focus on calling down mules when they have energy like zerg has to do with injects. If you fail on it, just use the energy on scans or call down supply. This is not a whine, but a suggestion to fixing endings like this. thats a really dumb idea, what if terran is saving energy because they dont want to main out x base faster | ||
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