|
Poll: What race do you enjoy macroing the most? (Vote): Terran (Vote): Zerg (Vote): Protoss
Which race do you feel you have to most fun macroing? What do you like about it? What dont you like about it?
Personally, I LOVE how Terran macros. Calling down MULEs feels very rewarding to the point where I really look forward to my timer being up. Also, the ability to immidiatly funnel minerals -> mass units with reactors is a god send. Comsat has allot stronger competition with MULEs then I expected and I am begining to see the usefulness of Calldown Supply. I've had a number of situations when I really was thankful it existed. The choice between more units and better units (reactor vs tech lab) is new and interesting. Switching between addons is a engaging task and feels like meaningful base management.
|
Just from watching ( ) i'd say terran mostly for the same reasons you already listed.
|
though i play zerg i love macroing toss soooo ezpz, chorno those probse liek a mofo and hotkey 5gates to number 4. 1a and your done lawl
|
I only play Zerg. So zerg.
|
I like Terran the most but I like the Protoss macro mechanics the most because it has the most depth, strategy wise. Although I agree calling down MULEs is kinda fun it can fuck you up big time if you run out of scan energy and a dt comes ripping your army -.-
|
zerg is fun because the whole queen/larva thing gives u so many build options
|
On March 10 2010 02:26 travis wrote: zerg is fun because the whole queen/larva thing gives u so many build options
My main problem with Zerg macro is that there arnt enough base managment tasks to make macro play as engaging. This is compounded by the fact that they have fewer buildings and pacing manipulation mechanics. Addditionally there supply is unit production based instead of active building construction. Taken together it feels like all im doing in the zerg base is keeping larva production maximized and little else.
The other thing I have against the Zerg macro is that the queens Transfusion appears to see even less use than Calldown Supply. Are other people seeing a similar thing?
Like Spawn Larva, Creep Tumor appears to be a force multiplier since a tumor can generate another tumor. I feel if Spawn Larva was AoE this would make it more of a force multiplier. Then it could compete better with SL and CT.
|
I like Terrans macro the most so far. It feels like you just have to be so much more on top of everything as Zerg, because it can get difficult to manage if you are setting multiple hatcheries to one single hotkey. Say you want to make drones at an expo, but other units everywhere else, you can't just select hotkey 1 and go DDDTTTHHHZZZ and know that the 3 drones are going to spawn at the hatchery where you actually wanted them. I'm not saying this is too hard or anything, but it's annoying for me, and when you add larva injection to it it just complicates it more. Protoss is rather boring because it's not much different from SC:BW, so I like Terrans macro aspect the most so far.
|
It seems to me that mass hydra beats all in SC2 atm ;]
|
On March 10 2010 02:39 Archerofaiur wrote:Show nested quote +On March 10 2010 02:26 travis wrote: zerg is fun because the whole queen/larva thing gives u so many build options My main problem with Zerg macro is that there arnt enough base managment tasks to make macro play as engaging. This is compounded by the fact that they have fewer buildings and pacing manipulation mechanics. Addditionally there supply is unit production based instead of active building construction. Taken together it feels like all im doing in the zerg base is keeping larva production maximized and little else. The other thing I have against the Zerg macro is that the queens Transfusion appears to see even less use than Calldown Supply. Are other people seeing a similar thing? Like Spawn Larva, Creep Tumor appears to be a force multiplier since a tumor can generate another tumor. I feel if Spawn Larva was AoE this would make it more of a force multiplier. Then it could compete better with SL and CT.
once time i was going to use transfusion to save a sunken but i didnt know the hotkey for it and the sunken died lol
|
I enjoy macroing terran most because its the easiest to macro, and I giggle when i remember how hard terran was to macro in contrast to other races in BW
|
I like terran most because with terran, you can macro many different structures, like two barracks, multiple command centers, four stargates, upgrades, and building structures. To me, it just seems like a combination of many different tasks that come together, and it's fun.
|
I enjoy Zerg macro the most because it emphasizes stronger multi-tasking than the other macro mechanics. If a Terran forgets to call down a MULE he will just call down 2 of them, if a Protoss forgets to chrono-boost he will just boost more buildings or chain boost, but if a Zerg forgets to inject larvae... you're fucked.
|
I like toss macro the most because I feel huge differences between chronoboosted and normal production on key units, like early robo or 2 stargate phoenixes, and warpgates are easy, fun and rewarding to use.
I like zerg macro the second most because it always feels like there's more to do. Spreading 3 tumors, injecting larva on 5 hatches and massing is always satisfying, but hard .
Terran macro always feels like a race to make more rine/marauders/hellions because you get this huge ugly glut of mins if you don't; I don't like it purely based on that. Maybe once i learn more accurate rax numbers to keep my mins down i'll like it more.
|
I hate how everyone thinks the mule is the only thing a terran player has for macro efficiency, has nobody seen a reactor!?
countless times ive lifted buildings from reactors and replaced them with higher tech buildings to pump away some cash, I rarely use mules after mid game
|
Allways found zerg the best, just because you don't have to worry abour queing units.
|
The main problem with calling down supply is that if you're good you never need to because you'll never get supply blocked, and if you do get supply blocked you lose like 150ish minerals by not calling down a mule instead.
|
and if you call down supply if a player runs into a dead end in your base (based on what I would do) they would target that depo after worker harass, I have only called down supply once, IMO it should raise the health of the depo
|
Terran is the easiest to macro if you believe that scan is not important to your success. I play terran excusively and everytime I have to choose between scan or MULE I wish my life was as easy as zerg or toss. On the other hand MULE lets you oversaturate which owns one base play if you can contain the enemy/prevent expansions, and with an OC expansion you just have soooo many minerals. So it's a love/hate relationship.
P.S. The reactor/tech lab mechanic takes such a deep understanding of your BO to use effectively. Anyone who says Terran macro is easy is the reason terran are underrepresented at the top.
|
If terran has a Orbital command, 0 minerals, and no scvs, he can still come back... with the mule! I don't really like that :[
|
On March 10 2010 05:38 TwilightStar wrote: If terran has a Orbital command, 0 minerals, and no scvs, he can still come back... with the mule! I don't really like that :[ hahah instant 270 minerals w00t!
|
zerg macro is by far the most fun for me, and terran and protoss macro mechanics are tied for 2nd. i play random most of the time.
|
On March 10 2010 05:38 TwilightStar wrote: If terran has a Orbital command, 0 minerals, and no scvs, he can still come back... with the mule! I don't really like that :[
lol my bro has lost multiple games to this, (lol he is copper and has the attention span of a new born puppy i laugh hysterically when he loses on maps with island expo's where he lets terran get to them, mass air, and kill his probes and then outmacro him rofl.)
My favorite to macro is by far zerg. I have had games where i literally had every expo on the map except my opponents nat, being able to produce 7 drones at a time thanks to inject = wonderful in getting expos up n running quickly. In 2v2 my friend and I play ZnT. i establish contain with early speedlings, he sets up Siegetanks and marines to hold the contain as i triple expo into mass mutas/zerglings ftw. we usually win by starving our opponents to death and i produce 3-5x as many units as every1 (my friend is REALLY bad at macro he started at copper level so i usually have 3-5 expos by the time he expo's lol, he is)
|
Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. Chronoboost gives you a bit of a saftey net when it comes to teching up too quickly, saving up some enery for chrono incase you are hit with a timing attack. In combination with a sentry to hold a choke you can quickly get that extra production cycle you need to stop a push. I think it really lets protoss make use of faster tech builds more safely.
|
Protoss by far. Zerg has to inject larva all game (boring) to get the macro going. Terran has different sub-groups for Buildings with and without addons. Protoss is just plain old click and there you go. Chrono-boost when you feel like it, especially in early game.
|
Idk why, but getting units from warp gates is really really fun.
|
^ agreed with above, warp gates are a lot of fun. W z click z click z click z click
reminds me of bw macro
|
SC2 macro makes SC1 protoss macro seem tough. Maybe 40 of my apm goes towards macro in SC2 and i have no issues of having excess money.
I think Zerg is probably the most difficult to macro right now because of the many choices. It's not difficult for ANY race to spend money and stay sub 300 minerals, but zerg has to make a lot of choices on how they will proceed. Kinda like it was in SC1 with choosing to pump drones or army. my2c
|
On March 10 2010 06:11 Sco.Re wrote: Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. Chronoboost gives you a bit of a saftey net when it comes to teching up too quickly, saving up some enery for chrono incase you are hit with a timing attack. In combination with a sentry to hold a choke you can quickly get that extra production cycle you need to stop a push. I think it really lets protoss make use of faster tech builds more safely.
The big problem with Protoss macro is the overabundance of unit production. Getting allot of units is great but the Protoss are supposed to be the race that has less units..
|
I personally think the macro aspects are too important compared to the micro (tactical) battles. But I feel like the Terran macro options are way way way better than the other races: easier to use usually, more forgiving, and more fun.
I mean give me a break on Protoss late game macro. You have to not only keep up with warpgates, but now you have to chrono your slow building units to try to sync the warpgates or something? Blech. Larva inject with tons of hatcheries? No thanks. Granted, design-wise I still see chrono-boost as a smart choice b/c of the way Protoss is slow to respond to the unexpected in BW. And inject larva... I can see that being a smart design choice to allow you to get that balance betwen larva that was so tough in BW. Maybe I'll just start making 3 hatcheries per expansion in late game Zerg and save my inject energy to use whenever and can cast it 3 times back to back if I have to. 
Back to my answer, Terran:
1. It's relatively easy to keep up with mules early on when you have to use them and avoid the other options (I'm sure there is some specific do or die build that will use Calldown supply early, but I don't think I'll develop it).
2. Missing a Mule timing isn't the end of the world and doesn't piss me off like missing inject larva or even chrono-boost. You can save up a ton of energy even if all goes wrong and use it wisely somewhere- an expo that is low on SCV due to a raid, scan for tech, scan before unit movement, whatever. Way more forgiving.
3. Once you have an expansion or two, I feel very comfortable using scan here and there or saving energy for a scan if you sense cloak is coming.
4. It's great to put Terran over the top in those rare low resource/mined out the map situations. They can salvage their old supply and build free ones with energy. Terran already have that game beat anyway with all their specials that do damage at a distance. This just helps push them a bit more.
5. You can purposely Mule the same mineral patch over and over per expansion. Why? It will run out sooner (be sure to pick middle patches since they run out sooner anway, right?), and it will alert you very early that you are about to mine out that base.
6. I agree the Mule seems abusive in weird situations where Terran can come back from no money/No SCVs. Say in a FFA or something. I was almost surprised the Mule didn't have an attack... I was envisioning Blizzard was going to say SCVs didn't have enough HP as it was. Am I getting bitter? Did I mention I'm switching to Terran despite being 90% Protoss and Zerg in BW? Hehe. I predict Terran to be just a little BS once the dust has settled from the Beta, and besides that they have more fun micro.
7. Is it me or do Mules mine the yellow minerals so damned fast, you shouldn't bother with any defense at those expos?
Of course this is all BS speculation on my part... full time work, family, and reality in general is reducing my play time to nill. It's killing me. Thank god there are some serious testers in this beta from TL and the pro world, etc. This game is going to be pretty solid come release.
Crazy or stupid idea for Calldown Supply: I can see the new Terran "standard" for specific maps for supply placements to be 3 normal supply located at each expansion or something. Why? You free up space at home (not a big deal on maps so far), you can use them to block melee, ... something I'm forgetting. You lose the expansion, you use your stored energy on that CC and others to build free supply back home. And if your main gets hit really hard and you were semi-ahead up until that point, maybe, just maybe, you can recover by flying your production buildings and using energy to restock your supply with calldown supply at the expos. Or you can do the usual and have better defense at home. Whatever.
|
I think chronoboost is the best macro mechanic right now. It allows for the most diverse strategies (chronoboost nexus to get more probes faster vs faster army production vs faster upgrades), whereas the other ones are so unbelievably clear "just do this one thing all the time"
|
People are only picking Zerg because it's so easy to win with them. Winning = fun.
|
On March 10 2010 06:11 Sco.Re wrote: Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. ... Wouldn't hotkeying a pylon, pressing the key, then pressing W, be what you want? It's quite practical and fast actually, and it requires the same amount of keypresses the F keys would need.
Also, I vote Terran in this too. That calldown supply ability is so cool and has loads of uses, since it's instantaneous 100 minerals that you are getting. I envision people optimizing timing attacks using it later on, instead of using MULEs all the time.
|
On March 10 2010 06:31 Kyuukyuu wrote:^ agreed with above, warp gates are a lot of fun. W z click z click z click z click reminds me of bw macro 
Too bad you can hold shift and just spam click, which is faster.
|
Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready.
|
On March 10 2010 06:31 Kyuukyuu wrote:^ agreed with above, warp gates are a lot of fun. W z click z click z click z click reminds me of bw macro 
I ought to smack you.
You should be using this instead: W, Z, Shift + click click click click
|
Most "fun" is the terran one cause youll get instant rewards. If you forget to mule for a while you can just spam that 'e' and calldown mass pods that explodes and *boom* opens and giant yellow scv's start mining like theyre on crack.
BUT...
I think that the protoss mechanic is the best designed so far cause there is tension on where it is to be used. It expands the available options in the game for the protoss.
The mule and inject larvae needs something changed so that using them adds some form of choice. Especially inject larvae could basicly be autocast and still work fine.
One idea to make inject larvae better would be to have the hatchery take damage when its used so that every once in a while the queen would have to heal it up.
For mule, im not sure. If cloaked units would be used more then maybe there would be more of a choice , using mule or scan.
|
I love macroing as Terrans. I just wish the MULE didn't sound like a missile when it hits the ground or explode into a million pieces when it runs out of time. I wish it just entered and exited discretely and quietly. Like a ninja.
|
On March 16 2010 18:59 Psyonic_Reaver wrote: I love macroing as Terrans. I just wish the MULE didn't sound like a missile when it hits the ground or explode into a million pieces when it runs out of time. I wish it just entered and exited discretely and quietly. Like a ninja.
Lol! It always scares me. Whenever I see that massive, missile-shaped shadow heading towards my mineral line I tense up.
edit- Sorry. Back on topic. I love chronoboost. I love the decisions it forces me to make. I hate the fact that I so often cast it on 'autopilot' on my nexus, then realise it would have been much better used on a gate or an upgrade.
|
I'd have to pick protoss.. I'm a zerg player and all, but god i hate the macro mechanic we have.. It's great and everything but it's so annoying to have to constantly inject larvae at all my hatches and stuff.. >< Chronoboosting just seems really cool and versatile :D
|
Germany / USA16648 Posts
On March 12 2010 08:31 Biochemist wrote: Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready. You can just put them all on one hotkey. That way you do the larva inject for all hatches at the same time (ok few split seconds apart). You can use the Hatch wireframe of a control group to inject, the game automatically uses the Queen in the nearest position. I put all my Hatches & Queens on 5. Say I have 3 Hatches with a Queen each, then I go 5, R, click, R, click, R, click.
You just have to be careful not to right click (for rallye point) when the Queens are also selected, because they will walk there. I have my Hatches on 4 and Hatches + Queens on 5. I know some people still set each Hatch to a seperate control group (makes it easier to make Drones at a specific base for example) though.
|
Terran macro is AWESOME!!!!
addon switching, back and forth teching, mules/scans, omg i love it!
|
I've only played Terran rightnow so I'd say terran. I think the MBS is not that easy mode after all. You can group all barrack in the same group but if you press S only one marine in one barrack will be build. So switch back to base is still needed. And with the mule and everything, it is a lot of thing to do. But the auto-target make it feels easy sometime. Just play my first 6 games of SC2B today and I went 4-2 in the gold league O_O...
|
On March 10 2010 03:01 Jandos wrote: It seems to me that mass hydra beats all in SC2 atm ;]
Even tough I got SC2 like a week ago, I disagree with that. Every race has a perfect counter to it, Terrans - Siege Tanks, Zergs - erm, Zerglings prabablly becouse Hidralisks are a lot slower in SC2 Protoss - Psionic Storm, and offcourse, the Colossus.
That's just my opinion, but I'm pretty sure I'm right. If not, please share your experience with me 
|
On March 16 2010 19:47 Carnac wrote:Show nested quote +On March 12 2010 08:31 Biochemist wrote: Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready. You can just put them all on one hotkey. That way you do the larva inject for all hatches at the same time (ok few split seconds apart). You can use the Hatch wireframe of a control group to inject, the game automatically uses the Queen in the nearest position. I put all my Hatches & Queens on 5. Say I have 3 Hatches with a Queen each, then I go 5, R, click, R, click, R, click. You just have to be careful not to right click (for rallye point) when the Queens are also selected, because they will walk there. I have my Hatches on 4 and Hatches + Queens on 5. I know some people still set each Hatch to a seperate control group (makes it easier to make Drones at a specific base for example) though. shit i need to start doing this.
I love using the queen the most. With toss I always feel like I dunno what to use the boost on when I get into the mid game.
with terran I always brick mules and it pisses me off cause u gotta wait a second and tell it to mine.
|
Germany / USA16648 Posts
On March 16 2010 22:08 CharlieMurphy wrote:Show nested quote +On March 16 2010 19:47 Carnac wrote:On March 12 2010 08:31 Biochemist wrote: Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready. You can just put them all on one hotkey. That way you do the larva inject for all hatches at the same time (ok few split seconds apart). You can use the Hatch wireframe of a control group to inject, the game automatically uses the Queen in the nearest position. I put all my Hatches & Queens on 5. Say I have 3 Hatches with a Queen each, then I go 5, R, click, R, click, R, click. You just have to be careful not to right click (for rallye point) when the Queens are also selected, because they will walk there. I have my Hatches on 4 and Hatches + Queens on 5. I know some people still set each Hatch to a seperate control group (makes it easier to make Drones at a specific base for example) though. shit i need to start doing this. I love using the queen the most. With toss I always feel like I dunno what to use the boost on when I get into the mid game. with terran I always brick mules and it pisses me off cause u gotta wait a second and tell it to mine. No you dont. Just cast the mule directly onto a mineral patch and it will start mining by itself.
|
Zerg the most because in a macro game after a battle I can literally get 20-30 T2/3 units in just 1-2 minutes.
After Zerg I would have to say Toss is my next favorite though simply because warpgates are amazing.
|
After playing mostly Z and yesterday about 15 games with Protoss i would have to say Protoss...
Why? Warpgates are pure fun... Your like W + Z + Click + Z + Click......"dangdangdang and dang", your army is there and rdy wherever your prism/pylon is . It's just fun when you reinforce your army basically half a screen behind the battle line... And Chronoboosting is also a lot more relaxed than constantly using spawn larva... Even if you miss it, to actually let your Nexi get full energy you have to miss it for pretty long... Using the Queen is way harder... I mean you have to really be on the ball to not waste any potential Larva, you have to build Overlords accordingly to it... It's just all together way harder, especially in lategame.
|
On March 16 2010 22:25 Carnac wrote:Show nested quote +On March 16 2010 22:08 CharlieMurphy wrote:On March 16 2010 19:47 Carnac wrote:On March 12 2010 08:31 Biochemist wrote: Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready. You can just put them all on one hotkey. That way you do the larva inject for all hatches at the same time (ok few split seconds apart). You can use the Hatch wireframe of a control group to inject, the game automatically uses the Queen in the nearest position. I put all my Hatches & Queens on 5. Say I have 3 Hatches with a Queen each, then I go 5, R, click, R, click, R, click. You just have to be careful not to right click (for rallye point) when the Queens are also selected, because they will walk there. I have my Hatches on 4 and Hatches + Queens on 5. I know some people still set each Hatch to a seperate control group (makes it easier to make Drones at a specific base for example) though. shit i need to start doing this. I love using the queen the most. With toss I always feel like I dunno what to use the boost on when I get into the mid game. with terran I always brick mules and it pisses me off cause u gotta wait a second and tell it to mine. No you dont. Just cast the mule directly onto a mineral patch and it will start mining by itself. I guess in Germany you are unfamiliar with the term "brick". This is a baskeball term that basically means 'miss'.
|
On March 16 2010 18:54 Kaboo wrote: The mule and inject larvae needs something changed so that using them adds some form of choice. Especially inject larvae could basicly be autocast and still work fine.
The MULE has an allot of choice besides just the MULE or Scanner. For one you have to choose where to cast it. Do you want your mules mining from yellow minerals? Is there a safe expansion cause the opponents got reapers? Did you want to use the MULE to repair that red Planetary Fortress?
Additionaly, you can improve SCV saturation long term if you cast MULEs on different minerals each time. This adds an interesting memory game to the process.
|
I would say spawn larvae is the easiest. But it also is the least gratifying in that you get no real reward immediately. It'll be 30 seconds before you get your larvae.
However a lot of times, tons of larvae stack up if I'm not making zerglings. Many times my apm could be better used checking for idle workers, making a new hatch, spawning tumors or shitting changelings.
|
Zerg since it's so easy to completely change the composition of your army to counter anything in just a few seconds
|
Ive played about 10 games as protoss and i really love the warpgate mechanic. I never really had a chance to use/abuse it properly, as ive dreamed of, but it was still fun. The closest i got was warped in DTs in some dude's base, but he went mutas...
This brings me to my next point: chrono boost is quite a good ability. In this game, it let me get some fast phoenixes to fend off and kill his mutas.
In the beginning its easy. When you get several warpgates/core/forge w/e it gets trickier. When you have an expo, it gets even more tricky. And add to the fact that some upgrades/units can be chrono boosted multiple times is even more strategic. Also chrono boost can be cast when you are supply blocked. When i remembered to use it, probably a good 10% of the time i was casting it on a supply blocked gateway or robo facility. Very difficult to use properly.d
|
On March 16 2010 23:54 Archerofaiur wrote:Show nested quote +On March 16 2010 18:54 Kaboo wrote: The mule and inject larvae needs something changed so that using them adds some form of choice. Especially inject larvae could basicly be autocast and still work fine.
The MULE has an allot of choice besides just the MULE or Scanner. For one you have to choose where to cast it. Do you want your mules mining from yellow minerals? Is there a safe expansion cause the opponents got reapers? Did you want to use the MULE to repair that red Planetary Fortress? Additionaly, you can improve SCV saturation long term if you cast MULEs on different minerals each time. This adds an interesting memory game to the process. MULE can repair? im gonna try that. And in mid-late game when i m running on 2-3 bases, sometime i use the energy to scan. MULE is not the best choice all the time
|
hmm, all three races have their fun parts. I love zerg and the larvae system. Inject larva makes this even funner, allowing zergs to do quick swaps and make a large army rather quickly.
|
Protoss, as it is the hardest and I have to be clicking constantly to keep warp gate production up unlike the other two races which can just use hotkeys and not have to return to base to produce units
I have fun with challenges
|
I think they all feel new and freshened up but zerg just needs a little for diversity as said all over the place.
|
Zerg have a lot of options but I absolutely hate having to press z so many times for that many zerglings. That is my biggest gripe with macro in general right now.
So I'll have to go with Terran because Terran doesn't usually involve me hammering the same key for several seconds late-game unless it's for vikings or marines.
|
|
|
|