• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:56
CEST 00:56
KST 07:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Behind the scenes footage of ASL21 Group E ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group F 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2269 users

The Power of the Mule. - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 27 Next All
EnderCN
Profile Joined May 2010
United States499 Posts
September 19 2010 02:37 GMT
#381
Now what happens when you destroy a terrans economy? MULE and the problem is sorted. Well ok, it's not sorted, but it puts them in a far better position than if Z or P had been in it.


Zerg can rebuild their economy way better than anyone else. Terran suffer the most from losing unit structures as well since they have to burn SCV time to rebuild them.

Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.
nihoh
Profile Blog Joined May 2010
Australia978 Posts
September 19 2010 02:43 GMT
#382
On September 19 2010 11:37 EnderCN wrote:
Show nested quote +
Now what happens when you destroy a terrans economy? MULE and the problem is sorted. Well ok, it's not sorted, but it puts them in a far better position than if Z or P had been in it.


Zerg can rebuild their economy way better than anyone else. Terran suffer the most from losing unit structures as well since they have to burn SCV time to rebuild them.

Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.

They have to burn SCV time to rebuild them? Zerg loses the drones forever just building tech buildings.
Dont look at the finger or you will miss all that heavenly glory.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-19 02:45:28
September 19 2010 02:44 GMT
#383
On September 19 2010 11:24 Westy wrote:
The mule is exactly equivalent to 6 scv's mining, but it also goes beyond that because its equivalent to 6 scv's mining and is it does not matter how saturated the mineral line is, it will always mine its maximum.

This is incorrect. The MULE is exactly equal to THREE SCVs' mining on an unsaturated mineral line. It is worth somewhere between 3 and 5 when saturation is taken into account as a practical consideration.

On September 19 2010 11:24 Westy wrote:
But what bugs me the most is how flexible the terran is. For Protoss and zerg, what happens if you have 40 of your workes taken out? You have to GG. Zerg either has a choice of producing works over units, in which case the other race can just push and win, or producing units over workers, in which case there eco will be aweful and they will also lose pretty soon.

Same for protoss. Although protoss can chrono boost out scv's, the chrono is not constant and its still a very very long time until you have a decent eco going again. By which time the other race should already have pushed and over ran you.

Now what happens when you destroy a terrans economy? MULE and the problem is sorted. Well ok, it's not sorted, but it puts them in a far better position than if Z or P had been in it.

Again, the MULE minerals don't come out of nowhere. In order to have spare MULEs to use, Terran has to have chosen, deliberately or accidentally, not to use them before, and thus have had a smaller income at some earlier stage. This is exactly analogous to the situation where Z may have chosen not to spend larva to make drones, again either deliberately or accidentally, and instead uses his extra larvae after the battle to replenish his drone count.

On September 19 2010 11:24 Westy wrote:
Or, what if a protoss forget detection and the other race goes for cloaked units? Well thats pretty much GG. Same for zerg. What happens if a terran forgets turrets or a raven and gets a DT in there base? Its ok, they had their detection before you even had a unit. And if its on cool down? Well its not long enough for a DT to kill all your buildings or even make a decent dent in your army before you can scan again.

This argument is weak. I understand that you're saying that Terran has less to worry about because they can't "forget" to get detection because the Orbital Command is built into everyone's build, but likewise it's not really easier to "forget" to get an Overseer or Robotics Facility--the fact that they're later doesn't change the fact that they're still generally worth having around in the same manner that an Orbital Command is worth having around.
Moderator
BallsOfSteel
Profile Joined September 2010
United States57 Posts
Last Edited: 2010-09-19 03:13:39
September 19 2010 03:02 GMT
#384
It would be interesting if the mule had a cooldown, say 30secs to a minute, but then chrono boost doesnt have a cool down and larva stacks.


Spawn Larvae doesn't stack, it is currently the only macro ability that has a cooldown (40 seconds on the Hatchery, a Queen can do it multiple times)
I try to put the fear of God in my opponents, but I settle for the fear of me.
Karkadinn
Profile Joined August 2010
United States132 Posts
September 19 2010 03:05 GMT
#385
On September 19 2010 11:44 TheYango wrote:
I understand that you're saying that Terran has less to worry about because they can't "forget" to get detection because the Orbital Command is built into everyone's build, but likewise it's not really easier to "forget" to get an Overseer or Robotics Facility--the fact that they're later doesn't change the fact that they're still generally worth having around in the same manner that an Orbital Command is worth having around.


No. The Terran analogue to overseers and observers is the raven. The OC's detect ability is, like many other things Terran has, just an extra gimmick the other factions plain and simple do not get any compensation for. Like flying buildings and 100% salvageable bunkers.
abrasion
Profile Joined April 2010
Australia722 Posts
September 19 2010 03:52 GMT
#386
On September 19 2010 09:09 Mensab wrote:
Show nested quote +
On September 19 2010 08:00 Karkadinn wrote:
Personally I think the disadvantage to Terran production is overblown when taken in conjunction with the rest of the game environment. How easy is it to put pressure on Terran while they're converting their minerals? How often is being able to convert large amounts of stockpiled money at once a practical advantage?



At the later stages of the game, being able to convert all of that income into something other than the Avg Unspent Resources bar is a pretty big part of the game. T as a whole is the most limited in its ability to produce units, with only Marines, Hellions, Vikings and Medivacs being units that can be produced two at a time, using an addon that prevent other often more important units from being built, regardless of tech structures/tech level.



What?
How hard is it to build even more factories, starports barracks?
In the late game that economy is pretty critical and said economy will allow the T player to simply build more production facilities - along with MBS how is dumping really a problem?

The fact is, the Z and P races can have their workers / income smashed and not recover, whereas if you see the OP and the picture included in it, the T player can spam mules and completely keep themselves viable.
I'm no where near good enough to argue imba in this game or not but it's certainly something which needs some thought put into it.
derpmods
Sixes
Profile Joined July 2010
Canada1123 Posts
September 19 2010 04:47 GMT
#387
On September 19 2010 11:37 EnderCN wrote:
Show nested quote +
Now what happens when you destroy a terrans economy? MULE and the problem is sorted. Well ok, it's not sorted, but it puts them in a far better position than if Z or P had been in it.


Zerg can rebuild their economy way better than anyone else. Terran suffer the most from losing unit structures as well since they have to burn SCV time to rebuild them.

Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.


I don't know why people keep saying this.

Technically, yes zerg can rebuild 50 drones off say 6 bases. In reality though if you have lost that many drones, you are using your larvae on army to not die right away. Sure you could technically remake the drones but that means you have an army attacking you and no larvae left. And don't get me started on Zerg losing a structure (spire build time is what again? not to mention Hive :x). At least Terran can fly away most of their key tech.

On the other hand Terran after a big fight like that usually have accumulated energy (even pro macro slips with crazy end game micro) so they drop a dozen or more free mules that give them an econ equivalent to 60 ish workers. This econ is right when it is needed, where both players are weak, and instantaneous. The workers don't need to transfer or move from the inactive bases, they just appear on wherever you have mineral patches (likely gold if you have one).

Not only that but these 60 free workers you get at the right time take no supply, this is a rather big issue because the 200/200 Terran is already very powerful without adding the fact that they only need 50-60 supply of scvs to get a better econ than zerg or toss on 80-90 workers.

Actually I also think the problem is how spammable they are late. In the beginning Terran can't get workers as fast as chrono boosted probes or hard droning so MULES are the mechanic to compensate. On the other hand what makes Terran so bloody awful to play against is that they have a ton of failsafes in the late game. Kill all their scvs => mules just show up, kill their army => 3 siege tanks and a couple PFs will hold them until they make a new army, catch them out of position => they lift off so you can't really base race them, start starving the whole map => they fly to whatever unclaimed base is left, put down 2 PFs and 6 turrets and they are completely untouchable.

Now there are several possible fixes. The cooldown is one. Another would be to make mules land at the orbital command that spends the energy and then rally to the patch (this does not decrease 1 or 2 base play but means you cant just drop 20 MULES on an island or gold as easily). Yet another would be to make MULES cost 2-3 population while active, this would in my opinion not help the late spam (because you probably just lost an army) but it would punish them for poor macro (it makes it better to have 1 mule per orbital active all the time than dropping them 3 at a time from all orbital commands).

My favorite would be to force MULES to land at the orbital then move. It avoids that silly "I took a gold, dropped 15 mules and am now swimming in minerals when 2 seconds ago I had nothing". It also greatly decreases the effectiveness of Terrans with Island expansions which I don't think is bad.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2010-09-19 08:12:58
September 19 2010 08:03 GMT
#388
On September 19 2010 11:43 nihoh wrote:
Show nested quote +
On September 19 2010 11:37 EnderCN wrote:
Now what happens when you destroy a terrans economy? MULE and the problem is sorted. Well ok, it's not sorted, but it puts them in a far better position than if Z or P had been in it.


Zerg can rebuild their economy way better than anyone else. Terran suffer the most from losing unit structures as well since they have to burn SCV time to rebuild them.

Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.

They have to burn SCV time to rebuild them? Zerg loses the drones forever just building tech buildings.


How expensive is that in reality?

Let´s take a supply depot for example: 30 seconds buildtime. The fastest build "general" Terran building. The Terran looses 30 seconds minimum in harvesttime from one SCV.

When the Zerg builds something he needs to replace the drone. The cost is in the structure, all Zerg buildings have a 50 Mineral "discount" or even more because the drone is calculated. Thus the Zerg looses droneharvesttime in the size it takes to replace that drone: max 15 seconds for the next larvae and 15 seconds morphtime.

The Zerg modell is only a disadvantage if the Zerg can´t afford the larvae to replace the drone.

On September 19 2010 10:26 Karkadinn wrote:
Which is why the race with the worst base defenses is the most dependent on a fast expansion to match the one-base income of a race with the best base defenses. Heh.


I think you are misunderstanding the concept of static defense in SC2. It´s there to buy you time until your units arrive. Zerg get the "worst" static defense because their army is the most mobile. Their ONLY really immobile ground unit is the Hydralisk which is actually quite fast on creep which you should have between your bases. On top of that Zerg get the Nydus system - ever tried to use them for mobility/defense instead of just drop attempts?

Terrans get the best static defense because it´s the easiest to abuse their immobility.
TailsYouDie
Profile Joined June 2010
United States17 Posts
September 19 2010 09:06 GMT
#389
this post is stupid, he had 2 CC, for all we know he had 200/200 energy at his CC. thats 8 mules he could have called down after his miners got whipped. That mineral count was for at most maybe 1 minute, not the whole game. I am tired of people being such babies about stuff.
Refresh My Memory
Zombo Joe
Profile Joined May 2010
Canada850 Posts
September 19 2010 09:33 GMT
#390
Agreed.

If the Terran player does not get any Planetary Fortresses and transitions into the late game Mules could arguably be Imba, but lets face it, how many Terrans get more than 2 Orbital Commands? The Terran army is just too slow to be everywhere at once.

I am Terranfying.
Grond
Profile Blog Joined June 2010
599 Posts
September 19 2010 09:59 GMT
#391
On September 19 2010 11:44 TheYango wrote:
Show nested quote +
On September 19 2010 11:24 Westy wrote:
The mule is exactly equivalent to 6 scv's mining, but it also goes beyond that because its equivalent to 6 scv's mining and is it does not matter how saturated the mineral line is, it will always mine its maximum.

This is incorrect. The MULE is exactly equal to THREE SCVs' mining on an unsaturated mineral line. It is worth somewhere between 3 and 5 when saturation is taken into account as a practical consideration.



How did you come up with this number? My testing showed it to be 4 SCVs if you don't count supply and 4.5 if you do. Also I don't understand what you mean by saturation makes it go up to 5.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 19 2010 10:03 GMT
#392
On September 19 2010 18:59 Grond wrote:
Show nested quote +
On September 19 2010 11:44 TheYango wrote:
On September 19 2010 11:24 Westy wrote:
The mule is exactly equivalent to 6 scv's mining, but it also goes beyond that because its equivalent to 6 scv's mining and is it does not matter how saturated the mineral line is, it will always mine its maximum.

This is incorrect. The MULE is exactly equal to THREE SCVs' mining on an unsaturated mineral line. It is worth somewhere between 3 and 5 when saturation is taken into account as a practical consideration.



How did you come up with this number? My testing showed it to be 4 SCVs if you don't count supply and 4.5 if you do. Also I don't understand what you mean by saturation makes it go up to 5.


You "lose" 2 SCVs to the upgrade process to Orbital command. Terrans take longer to saturate Minerallines than even Protoss that don´t boost their Probeproduction because of that.
Yeah, Terrans CAN squeeze the most minerals out of a mineralline but that doesn´t mean they DO most of the time. On top of that you "lose" saturation to the Building construction process.
Noocta
Profile Joined June 2010
France12578 Posts
September 19 2010 10:17 GMT
#393
Mules are too forgiving in term of Macroing.
Give them a cooldown, even 10 or 15sec. Would be enough to show that Terrans players HAVE to macro before their CC's get 200/200.
" I'm not gonna fight you. I'm gonna kick your ass ! "
x7i
Profile Joined July 2010
United Kingdom122 Posts
September 19 2010 11:55 GMT
#394
On September 19 2010 18:59 Grond wrote:
Show nested quote +
On September 19 2010 11:44 TheYango wrote:
On September 19 2010 11:24 Westy wrote:
The mule is exactly equivalent to 6 scv's mining, but it also goes beyond that because its equivalent to 6 scv's mining and is it does not matter how saturated the mineral line is, it will always mine its maximum.

This is incorrect. The MULE is exactly equal to THREE SCVs' mining on an unsaturated mineral line. It is worth somewhere between 3 and 5 when saturation is taken into account as a practical consideration.



How did you come up with this number? My testing showed it to be 4 SCVs if you don't count supply and 4.5 if you do. Also I don't understand what you mean by saturation makes it go up to 5.

counting mule by scv is useless, if terran has <12scv then mule is worth about 4-5, between 12 and 16 scv it progresses to 8 scv worth of income, if there are16+ scvs mining mule is worth exacty infinite count of scvs

only good comparison of mule is extra 2 patches of mineral with workers included
imagine playing with 6 patches, this is income difference there
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 19 2010 12:09 GMT
#395
On September 19 2010 11:37 EnderCN wrote:
Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.


you don't seem to understand the mechanics of other races in comparsion

chrono-boost early is strong, mules early are strong --> balanced;
chrono-boost late is useless, mules late are strong (multiple gold-mules, comebacks after losing tons of SCVs) --> screwed

the thing is....it's not even about "imbalance", because theoretically mules may or may not be fine; but a good strategy-game just shouldn't allow these kinds of come-backs; when I watch a terran-player screwing up and losing half his SCVs while just barely hanging in there, I don't get the feeling he "deserves" to come back just by throwing out some mules; he either pulls some crazy stuff or is doomed;
the current mule-mechanic imo doesn't "fit" in a competitive game, because it's just too easy to regain ground after screwing up badly; it's not so much about balance/imbalance but more about the overall mechanics

"You see....YOU SEE..." © 2010 Sen
Krohm
Profile Blog Joined May 2007
Canada1857 Posts
September 19 2010 12:18 GMT
#396
I don't think mules are really THAT good. The only problem is they're good when compared to spawn larva and chornoboost. Here is something I wrote in my offsite blog.

Mules are really great mineral gatherers. Once you get up an orbital command and start pumping these guys you pretty much don't have to worry about your mineral resources anymore. I would really find this system fine if the other races didn't have such less forgiving methods; mainly Zerg.

With Zerg you have spawn larva, which takes a very long time to complete. If you miss casting it when you can that is just wasted time, and production. It really doesn't matter how much energy your queen has saved up.

With Protoss you can chronoboost your buildings. Now I actually feel this is balanced somewhat due to the fact you can chronoboost everything. I still don't feel it's as good as Terran's ability to gain such a huge economic lead though. Sure you may able to spit out a million probes, but they can only collect so fast. With Mules they can overlap workers on mineral patches, and they don't take any supply.

It's just not the minerals that are an issue either. If a Terran forgets to spend his energy it saves up to 200 which is enormous. This allows him to throw down multiple mules, or even increase his supply. Terran isn't disadvantaged by player error very badly compared to P/Z.





As for the OP I really don't mean to sound like a condescending ass here, but mining minerals faster is ALWAYS a good thing. Being able to get an early economic lead means you can gain an army count lead, which then leads to easier map control. Which in turn leads to safe expansions. Saying that "Mining your base out faster" is bad... is just... lol.
Not bad for a cat toy.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2010-09-19 12:24:13
September 19 2010 12:22 GMT
#397
On September 19 2010 21:09 sleepingdog wrote:
Show nested quote +
On September 19 2010 11:37 EnderCN wrote:
Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.


you don't seem to understand the mechanics of other races in comparsion

chrono-boost early is strong, mules early are strong --> balanced;
chrono-boost late is useless, mules late are strong (multiple gold-mules, comebacks after losing tons of SCVs) --> screwed

the thing is....it's not even about "imbalance", because theoretically mules may or may not be fine; but a good strategy-game just shouldn't allow these kinds of come-backs; when I watch a terran-player screwing up and losing half his SCVs while just barely hanging in there, I don't get the feeling he "deserves" to come back just by throwing out some mules; he either pulls some crazy stuff or is doomed;
the current mule-mechanic imo doesn't "fit" in a competitive game, because it's just too easy to regain ground after screwing up badly; it's not so much about balance/imbalance but more about the overall mechanics



Yeah from a general gameplay sense I just disagree with the mule. I've disagreed with it since TLO vs Nazgul when TLO essentially due to mules back then.

People are constantly trying to make comparisons to other races where they don't exist, the scv, and the importance of keeping your workers alive in many situations is completely marginalized by the mule. One of the fundamental tenets of a harvester based game is undermined to a very large degree by the mule. Someone will invariably try to compare this to some zerg with an excess of larva who can redrone instantly without addressing any of the commonly known facts about the zerg race in sc2, they have a horrible time economically keeping up with other races. They are dumb comparisons.

Not to mention the fact that they allow terran to exceed saturation on a mineral line, I just don't see why anyone would think that's a good idea. Why not just have terran bases start with 2 extra mineral patches

Mule has always upset game balance to me. That's not to say the second a terran drops a mule the game is over, just that the way it can marginalize scv loss, and allow terran to exceed saturation in a way neither other race can do, is a disruptive force to the flow of the game
ReachTheSky
Profile Joined April 2010
United States3294 Posts
September 19 2010 12:34 GMT
#398
I have to disagree with whoever said that chronoboost late game is useless. Late game during macro battles you can chrono all your warp gates for even faster production. Seems pretty damn good to me. Also, I hear late game chronoboosting a crap-ton of +attack speed voidrays is pretty broken as well
TL+ Member
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
September 19 2010 12:34 GMT
#399
On September 19 2010 21:22 floor exercise wrote:
Show nested quote +
On September 19 2010 21:09 sleepingdog wrote:
On September 19 2010 11:37 EnderCN wrote:
Also the person that said mules are fine early and OP late seems to have it backwards. They are incredibly strong early when every mineral counts and pretty weak later in the game unless you are in an emergency. If you want to nerf anything about them it should be how fast they come out early, not how spammable they are late.


you don't seem to understand the mechanics of other races in comparsion

chrono-boost early is strong, mules early are strong --> balanced;
chrono-boost late is useless, mules late are strong (multiple gold-mules, comebacks after losing tons of SCVs) --> screwed

the thing is....it's not even about "imbalance", because theoretically mules may or may not be fine; but a good strategy-game just shouldn't allow these kinds of come-backs; when I watch a terran-player screwing up and losing half his SCVs while just barely hanging in there, I don't get the feeling he "deserves" to come back just by throwing out some mules; he either pulls some crazy stuff or is doomed;
the current mule-mechanic imo doesn't "fit" in a competitive game, because it's just too easy to regain ground after screwing up badly; it's not so much about balance/imbalance but more about the overall mechanics



Yeah from a general gameplay sense I just disagree with the mule. I've disagreed with it since TLO vs Nazgul when TLO essentially due to mules back then.

People are constantly trying to make comparisons to other races where they don't exist, the scv, and the importance of keeping your workers alive in many situations is completely marginalized by the mule. One of the fundamental tenets of a harvester based game is undermined to a very large degree by the mule. Someone will invariably try to compare this to some zerg with an excess of larva who can redrone instantly without addressing any of the commonly known facts about the zerg race in sc2, they have a horrible time economically keeping up with other races. They are dumb comparisons.

Not to mention the fact that they allow terran to exceed saturation on a mineral line, I just don't see why anyone would think that's a good idea. Why not just have terran bases start with 2 extra mineral patches

Mule has always upset game balance to me. That's not to say the second a terran drops a mule the game is over, just that the way it can marginalize scv loss, and allow terran to exceed saturation in a way neither other race can do, is a disruptive force to the flow of the game


I agree completely. The issue I have with the mule is exactly that. Killing terran workers seems less viable than other races and it really shouldn't be. You have to do loads of damage to set a terran back but they only have to do a little damage added to the fact they have the best means of doing that damage.

The whole Terran race seems badly designed in my opinion.
x7i
Profile Joined July 2010
United Kingdom122 Posts
September 19 2010 13:02 GMT
#400
On September 19 2010 21:22 floor exercise wrote:
Why not just have terran bases start with 2 extra mineral patches

blasphemy! that would be a huge nerf as theyd have to pay worker and control cost to saturate them
Prev 1 18 19 20 21 22 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ROOTCatZ 122
PiGStarcraft94
CosmosSc2 31
JuggernautJason19
SpeCial 6
PattyMac 1
StarCraft: Brood War
Britney 9647
Artosis 616
Soma 300
Rush 208
Sexy 19
LancerX 18
NaDa 1
Dota 2
syndereN339
canceldota92
capcasts80
Counter-Strike
taco 320
Super Smash Bros
C9.Mang0166
PPMD33
Other Games
summit1g5271
tarik_tv5187
Liquid`Hasu158
ViBE105
Chillindude8
Organizations
Other Games
gamesdonequick139
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 97
• RyuSc2 89
• musti20045 36
• Response 11
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21495
Other Games
• imaqtpie1070
• WagamamaTV369
Upcoming Events
OSC
1h 4m
RSL Revival
11h 4m
TriGGeR vs Cure
ByuN vs Rogue
Big Brain Bouts
17h 4m
Replay Cast
1d 1h
RSL Revival
1d 11h
Maru vs MaxPax
BSL
1d 20h
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Afreeca Starleague
3 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.