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[IPL4] Championship Bracket LR - Page 481

Forum Index > StarCraft 2 Tournaments
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Drazerk
Profile Blog Joined September 2010
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...
Femari
Profile Joined June 2011
United States2900 Posts
April 09 2012 00:47 GMT
#9602
On April 09 2012 09:47 Dont-Panic wrote:
Show nested quote +
On April 09 2012 09:46 Femari wrote:
its bo3 isnt it?


It's BO5

A foreign tournament doing something right? :O
Mvp | BoxeR | MarineKing | MC | viOlet | Scarlett | Flash | Bisu | XellOs | Sea | Fantasy | By.Sun
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2012-04-09 00:48:27
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.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
April 09 2012 00:48 GMT
#9604
The standard of these games is so high compared to the earlier stages of the tournament.

I am quite enjoying this (bare with me)
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Unreliablex
Profile Joined October 2011
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.
Yello
Profile Blog Joined July 2010
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.
Just ahead of time, know your addiction's not a crime. It's just a smaller part of who you want to become in the end.
TheRhox
Profile Joined March 2011
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
dAPhREAk
Profile Blog Joined July 2010
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.
the`postman
Profile Joined June 2011
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.
c0ldfusion
Profile Joined October 2010
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)
McFeser
Profile Joined July 2011
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.
Promethelax still hasn't changed his quote
Diavlo
Profile Joined July 2011
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??



"I don't know how many years on this Earth I got left. I'm gonna get real weird with it."
ampson
Profile Blog Joined January 2011
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.
dAPhREAk
Profile Blog Joined July 2010
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?
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2012-04-09 00:49:57
April 09 2012 00:49 GMT
#9615
I wish obs would switch to default colors (red and blue). I can't even see alives stuff on mini map.
MC for president
Seiniyta
Profile Joined May 2010
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.
Pokemon Master
Forbidden17
Profile Joined December 2011
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
Unreliablex
Profile Joined October 2011
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.
finale23
Profile Joined May 2010
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.
life is a state of mind
woob
Profile Joined November 2010
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
¯\_(ツ)_/¯ ez
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