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Oh wow, amazing find. Going to try this out right now.
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It's nice that Blizzard has this kind of things built in. It's kind of similar to Warcraft 3's Human and Orc mining mechanics.
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I just want to sit in the corner chanting "Please don't let this become standard.."
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Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.
There is no "different kind of skill" in SC1 and SC2 besides optimizing decision making given an set amount of ingame resources (minerals, gas, supply, army count, expansions) and metaresources (time, actions, attention), and streamlining the process until you can perform it more naturally.
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Great now mules are the best macro mechanic by an even wider margin. Patch this please.
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nice find. i hope they patch this though i really don't want to have to manually mine with my workers or risk falling behind.
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Ran a quick test of this in Yabot:
Using only my first 6 drones, I had 35 extra minerals using this trick at 3:00 on the in game timer. I had around 225 APM purely from doing this trick (wasn't bulding, setting rallies, spamming anything).
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On September 13 2010 05:48 ltortoise wrote:Show nested quote +On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.
This is an extremely superficial and shallow view on how SC2 and SC1 is played.
It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.
Its literally 10x better then crap like muling.
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On September 13 2010 05:57 Half wrote:Show nested quote +On September 13 2010 05:48 ltortoise wrote:On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. This is an extremely superficial and shallow view on how SC2 and SC1 is played. It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities. Its literally 10x better then crap like muling.
That is the biggest crock of bullshit I have ever read.
Let me rephrase what you just said without using all your bullshit terms:
"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."
Sure, but name any other macro mechanic in SC2 that works like that. Every single macro mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.
Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.
User was warned for this post
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what happens if u just select all your probes and keep clicking C? Cuz wouldnt they automatically head back to mine again if once theyve dropped off their cargo? or am i wrong?
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On September 13 2010 06:02 ltortoise wrote:Show nested quote +On September 13 2010 05:57 Half wrote:On September 13 2010 05:48 ltortoise wrote:On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. This is an extremely superficial and shallow view on how SC2 and SC1 is played. It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities. Its literally 10x better then crap like muling. That is the biggest crock of bullshit I have ever read. Let me rephrase what you just said without using all your bullshit terms: "It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do." Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game. Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.
What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?
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On September 13 2010 06:05 frog HERO wrote:Show nested quote +On September 13 2010 06:02 ltortoise wrote:On September 13 2010 05:57 Half wrote:On September 13 2010 05:48 ltortoise wrote:On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. This is an extremely superficial and shallow view on how SC2 and SC1 is played. It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities. Its literally 10x better then crap like muling. That is the biggest crock of bullshit I have ever read. Let me rephrase what you just said without using all your bullshit terms: "It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do." Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game. Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck. What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?
Scouting with your overlord isn't a macro mechanic. I specifically said macro.
Edit: well I MEANT macro anyway....Macro mechanic, here.
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Playing ZvZ with extra drones, do want. In fact, this shits on current low econ ZvZ.
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On September 13 2010 06:04 pzea469 wrote: what happens if u just select all your probes and keep clicking C? Cuz wouldnt they automatically head back to mine again if once theyve dropped off their cargo? or am i wrong? I was trying this too, does this work the same way as the methods mentioned in front?
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This is similar to BW where Zs doing the larva trick if the minerals are on the left side. Nice find.
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On September 13 2010 06:06 Zozo wrote: Playing ZvZ with extra drones, do want. In fact, this shits on current low econ ZvZ.
Lol good luck on microing drones and keeping track of your ling/baneling at the same time.
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On September 13 2010 06:06 ltortoise wrote:Show nested quote +On September 13 2010 06:05 frog HERO wrote:On September 13 2010 06:02 ltortoise wrote:On September 13 2010 05:57 Half wrote:On September 13 2010 05:48 ltortoise wrote:On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. This is an extremely superficial and shallow view on how SC2 and SC1 is played. It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities. Its literally 10x better then crap like muling. That is the biggest crock of bullshit I have ever read. Let me rephrase what you just said without using all your bullshit terms: "It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do." Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game. Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck. What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different? Scouting with your overlord isn't a macro mechanic. I specifically said macro. Edit: well I MEANT macro anyway....Macro mechanic, here.
What is an SC2 macro mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly injecting larvae so that I have the optimal amount of larvae but I don't because I could lose my entire army that I wasn't microing or I could have no scouting information. How is this different?
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I noticed this in the very first game I played.
If you put 2 workers on a mineral patch, the second one would start mining before the first one started returning to the CC. So you can manually tell it to return and gain some minerals faster. It's not very effective if you only use it once. I've tried spamming C or even holding C down, but that doesn't do much (no noticable speed increase) unfortunately.
I didn't think about queueing the commands though. That makes it a lot better.
Oh and you don't need to right click after pressing the last C. They'll return mining automatically.
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On September 13 2010 06:09 frog HERO wrote:Show nested quote +On September 13 2010 06:06 ltortoise wrote:On September 13 2010 06:05 frog HERO wrote:On September 13 2010 06:02 ltortoise wrote:On September 13 2010 05:57 Half wrote:On September 13 2010 05:48 ltortoise wrote:On September 13 2010 05:41 frog HERO wrote:On September 13 2010 05:35 Logo wrote:On September 13 2010 05:33 frog HERO wrote:On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. This is an extremely superficial and shallow view on how SC2 and SC1 is played. It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities. Its literally 10x better then crap like muling. That is the biggest crock of bullshit I have ever read. Let me rephrase what you just said without using all your bullshit terms: "It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do." Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game. Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck. What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different? Scouting with your overlord isn't a macro mechanic. I specifically said macro. Edit: well I MEANT macro anyway....Macro mechanic, here. What is an SC2 macro mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly injecting larvae so that I have the optimal amount of larvae but I don't because I could lose my entire army that I wasn't microing or I could have no scouting information. How is this different?
Nope. Won't fly with me. Spawn larvae is a CHOICE. You could also use that energy for spreading creep or healing units.
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