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The Twelve Days of Theorycrafting! - Page 6

Forum Index > SC2 General
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DeCoup
Profile Joined September 2006
Australia1933 Posts
December 25 2009 01:50 GMT
#101
On December 25 2009 08:10 Waffles wrote:
i feel mule is a little imbalanced in island maps. in maps with island expansions like python where you have to mine it out to get it, before you require a dropship, now you do not. i feel that they need a new way to block out expansions if this were to come out.

Wow! I never even considered that! Racks->OC->CC->Mule out island + land. Allows you to take island expos way too early.
Maybe Blizzard should not let Mules harvest from High Yield minerals? That way high-yield can be used for blocking bases on islands. With the current Mule system it does not take away any decision making anyway because if you have high yield, you would always put all mules there anyway.

With Archers proposed mule changes I don't think loosing high yield mining is a big loss anyway. It would make the system loose one risk/reward target system, but his whole idea gives plently of decision making without high yield anyway. Its not that big a loss for balance.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-25 05:06:30
December 25 2009 04:58 GMT
#102
On December 25 2009 08:10 Waffles wrote:
i feel mule is a little imbalanced in island maps. in maps with island expansions like python where you have to mine it out to get it, before you require a dropship, now you do not. i feel that they need a new way to block out expansions if this were to come out.




I knew this concern to arise and I am glad you brought it up to be addressed. First lets realize that mining from an island map with blue minerals is the same as mining from a mineral field in your own base except for the advantage that it does not use up minerals in your own base.


Now for the other concern, calling down MULEs on island maps with gold minerals. Allow me to ask one question: In all the maps that Blizzard has shown how many islands with gold minerals have you seen?

For all we know island maps with gold minerals could already be imbalanced towards Terrans with thier lift off and ferry 4 SCVs. Further more is it worth sacrificing awesome gameplay for one particular map set up. Are we not allowed to have cliff jumping units because they would be imbalanced in maps with no cliffs or too many cliffs? And finally isnt it still possible to balance these maps types. For instance you could put the gold minerals in range of marine, stalker or hydralisk fire. Which of course would add another interesting gameplay element.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 25 2009 05:15 GMT
#103
On December 25 2009 13:58 Archerofaiur wrote:
Show nested quote +
On December 25 2009 08:10 Waffles wrote:
i feel mule is a little imbalanced in island maps. in maps with island expansions like python where you have to mine it out to get it, before you require a dropship, now you do not. i feel that they need a new way to block out expansions if this were to come out.




I knew this concern to arise and I am glad you brought it up to be addressed. First lets realize that mining from an island map with blue minerals is the same as mining from a mineral field in your own base except for the advantage that it does not use up minerals in your own base.


Now for the other concern, calling down MULEs on island maps with gold minerals. Allow me to ask one question: In all the maps that Blizzard has shown how many islands with gold minerals have you seen?

For all we know island maps with gold minerals could already be imbalanced towards Terrans with thier lift off and ferry 4 SCVs. Further more is it worth sacrificing awesome gameplay for one particular map set up. Are we not allowed to have cliff jumping units because they would be imbalanced in maps with no cliffs or too many cliffs? And finally isnt it still possible to balance these maps types. For instance you could put the gold minerals in range of marine, stalker or hydralisk fire. Which of course would add another interesting gameplay element.

I think you missed his point. You can use mules to gather the minerals out that block the CC from landing and then take the island expo before you get anywhere near drop tech (the only other way for any race to take an island expo.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-25 05:23:55
December 25 2009 05:20 GMT
#104
On December 25 2009 14:15 DeCoup wrote:
Show nested quote +
On December 25 2009 13:58 Archerofaiur wrote:
On December 25 2009 08:10 Waffles wrote:
i feel mule is a little imbalanced in island maps. in maps with island expansions like python where you have to mine it out to get it, before you require a dropship, now you do not. i feel that they need a new way to block out expansions if this were to come out.




I knew this concern to arise and I am glad you brought it up to be addressed. First lets realize that mining from an island map with blue minerals is the same as mining from a mineral field in your own base except for the advantage that it does not use up minerals in your own base.


Now for the other concern, calling down MULEs on island maps with gold minerals. Allow me to ask one question: In all the maps that Blizzard has shown how many islands with gold minerals have you seen?

For all we know island maps with gold minerals could already be imbalanced towards Terrans with thier lift off and ferry 4 SCVs. Further more is it worth sacrificing awesome gameplay for one particular map set up. Are we not allowed to have cliff jumping units because they would be imbalanced in maps with no cliffs or too many cliffs? And finally isnt it still possible to balance these maps types. For instance you could put the gold minerals in range of marine, stalker or hydralisk fire. Which of course would add another interesting gameplay element.

I think you missed his point. You can use mules to gather the minerals out that block the CC from landing and then take the island expo before you get anywhere near drop tech (the only other way for any race to take an island expo.


Destructable Rocks are the new landing blockers. MULEs cant attack destructable rocks because well MULEs cant attack.

Coincidentally, if you did want to do this as Terran you can lift off your CC and it can carry 4 SCVs. The SCVs can then destroy the destructable rocks provided there is enough space to drop off the SCVs. So yes you might be seeing this tactic in games but it wont be because of Remote Mining MULEs.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 25 2009 12:47 GMT
#105
Ah yeah, forgot about the rocks
I wonder if you can drop SCVs while the CC is lifted.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
emikochan
Profile Joined July 2009
United Kingdom232 Posts
December 25 2009 14:29 GMT
#106
In every non-br game i've seen, people just build their expos next to the rocks and mine anyway...Seems the efficiency you lose in the long term is made up for by the quicker access to the minerals. (i.e. expanding there first)

This is worryingly good for terrans ofcourse since they can lift and reposition at their leisure. (though often I see them transform PF at the high-yield..)

is i only 4 scvs now ? was 5 last i saw, glad they reduced it tbh...
Probes need love too.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 27 2009 19:16 GMT
#107
On December 25 2009 23:29 emikochan wrote:
In every non-br game i've seen, people just build their expos next to the rocks and mine anyway...Seems the efficiency you lose in the long term is made up for by the quicker access to the minerals. (i.e. expanding there first)

This is worryingly good for terrans ofcourse since they can lift and reposition at their leisure. (though often I see them transform PF at the high-yield..)


Yes but at least were agreed that this if anything is a concern for Command Centers that ferry SCVs and not a concern for Remote Mining MULEs.


I just wanted to make sure that no one else was concerned about Remote Mining being overpowered on island maps. I know there was allot of talk about this before but I feel like the points I made should help most people see this is not really a big issue.


is i only 4 scvs now ? was 5 last i saw, glad they reduced it tbh.


Actually now that I think about it it might be 5. I think Blizzard wants Terran to be the easy expand race (which remote mining MULEs plays into).
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
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