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The Power of the Mule. - Page 27

Forum Index > SC2 General
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x7i
Profile Joined July 2010
United Kingdom122 Posts
September 21 2010 06:29 GMT
#521
do yourself a favour and think, terran had 6 mules to make his magic recovery? thats 1200 min in units made and some more in production, i dare say there would be nothing to come back from if he stayed on top of his eco

so no matey, terran needs something, but not mule in its current form, adding cooldown will only cause you to cry more later

every terran unit gets their 15minutes about it being op, wondered why? because mule economy gives terran possibility to abuse everything

heres simple way to fix terran, mule loses stacking
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2010-09-21 07:50:21
September 21 2010 07:49 GMT
#522
[image loading]

Just played a game, terran dropped 6 mules lol.

His income is higher than mine when I had 6x more workers.
You should never underestimate the predictability of stupidity
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 21 2010 09:58 GMT
#523
On September 21 2010 09:06 terranghost wrote:
To anyone arguing that increasing the energy cost of the mule would devastate the early game.
What about this
mule is now 75 energy starting energy from an OC is now 100. This means that you can still immediately call down a mule when the OC finishes and your second one will be able to be called down when you accumulate 50 more energy. Now anything after that would be slower. But your main should be saturated by that point in time. And you should be pressing on to take your natural if you haven't already.


That would make it WORSE for the purposes of the argumentation in this thread. The common complaint isn´t really that MULEs are too powerful but that using them is too easy/forgiving compared to what Zerg do. Slowing it down without underpowering Terrans would make it easier.

On September 21 2010 10:05 SlowBlink wrote:
Show nested quote +

Yep, creep is not a disadvantage just because Zerg are slower off it. Terrans and Protoss don´t get any way to speed up their groundforces for approximately nothing.

Right, it's not like terran has a 100/100 upgrade that allows their ground forces to speed up at any given time. That would totally be OP

Also did you seriously just compare hydralisks to siege tanks and immortals? I wasn't aware that hydras could effectively double their range and damage with a 100/100 upgrade (although 10 range still wouldn't compare), not to mention that they're about as sturdy as a wet newspaper.


I´d like to know how I can afford it to stim across the map. What I´m comparing here is Mobility, particularly in the Macro sense. As long as they are on creep any Zerg groundarmy can outrun any groundarmy of the other races.
Yeah shure maybe not a stimmed bioball but that is really expensive to maintain constant stim without having them in the red constantly.

On September 21 2010 11:21 doffe wrote:
I really do not think mules as a unit is in any way OP, and no...im not a terran player. What I do think though is that the mechanic itself is to forgiving. This has probably been stated way to much but then Ill just say it again. A zerg and a terran with quite low apm will not be punished in the same way.


Thats right the "punishment" isn´t equal. However Terrans will instead suffer a production bottleneck. Terrans can´t "store" productioncapacity like the larvaesystem does.

On September 21 2010 11:21 doffe wrote:
Where a zerg just have excess energy he cant spend on anything usefull (creeptumours sure but after you dont need soooo many and a player of lesser skill wont have the apm anyway), the terran though will just use up all his energy and get that huge income boost at once. Therefore I do think the mule should be on a CD, this wont hurt the pro's very much, if at all but the mechanic itself wont be as forgiving as it is now. Sure, you cant save up loads of energy and pump a new expo with loads of mules but really, thats not really something I think terrans should cry about =).

Maybe chronoboost should have the same mechanic, I dont know.

Any opinions about this? I may not have thought this through completly so perhaps im missing something big =)


The issue with that is that storing Energy is a valid and intentional strategy and is somewhat equivialent to Zerg storing Larvae. A Terran having 8 Mules stored "in case" is like a Zerg that has 2k Minerals and 20 Larvae around.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2010-09-21 11:10:26
September 21 2010 10:06 GMT
#524
Yeah shure maybe not a stimmed bioball but that is really expensive to maintain constant stim without having them in the red constantly.


I disagree, Bio is pretty inexpensive for their cost. Check this game out, BratOk with around 35 harvesters (effectively mining off a single base) could pump out enough bio to hold off Socke who was on 3-4-5 Bases and with 75-85 harvesters for a good 15mins and there were points in the game where he had a good chance of winning. For a game that has allot of emphasis on macro it really is quite forgiving for Terran.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 21 2010 11:39 GMT
#525
On September 21 2010 19:06 Dommk wrote:
Show nested quote +
Yeah shure maybe not a stimmed bioball but that is really expensive to maintain constant stim without having them in the red constantly.


I disagree, Bio is pretty inexpensive for their cost. Check this game out, BratOk with around 35 harvesters (effectively mining off a single base) could pump out enough bio to hold off Socke who was on 3-4-5 Bases and over 40-50 harvesters up for a good 15mins and there were points in the game where he had a good chance of winning. For a game that has allot of emphasis on macro it really is quite forgiving for Terran.


Bratok doesn´t hold off Sockes Army, he keeps them from steamrolling him with constant harrassment. Bratok exploited the hell out of Socke stretching himself over half the map.
Dommk
Profile Joined May 2010
Australia4865 Posts
September 21 2010 11:50 GMT
#526
On September 21 2010 20:39 Unentschieden wrote:
Show nested quote +
On September 21 2010 19:06 Dommk wrote:
Yeah shure maybe not a stimmed bioball but that is really expensive to maintain constant stim without having them in the red constantly.


I disagree, Bio is pretty inexpensive for their cost. Check this game out, BratOk with around 35 harvesters (effectively mining off a single base) could pump out enough bio to hold off Socke who was on 3-4-5 Bases and over 40-50 harvesters up for a good 15mins and there were points in the game where he had a good chance of winning. For a game that has allot of emphasis on macro it really is quite forgiving for Terran.


Bratok doesn´t hold off Sockes Army, he keeps them from steamrolling him with constant harrassment. Bratok exploited the hell out of Socke stretching himself over half the map.


Have a look at some of the end game battles, even with sniping Socke was pretty gosh darn far ahead in macro but Terran was able to keep up in Food with around 35 SVC's. Pretty ridiculous since there were quite a few fights that ended up in a stalemate but Terran just managed to refresh his army from such a tiny economy
theSAiNT
Profile Joined July 2009
United States726 Posts
September 21 2010 15:42 GMT
#527
On September 21 2010 18:58 Unentschieden wrote:
Show nested quote +
On September 21 2010 09:06 terranghost wrote:
To anyone arguing that increasing the energy cost of the mule would devastate the early game.
What about this
mule is now 75 energy starting energy from an OC is now 100. This means that you can still immediately call down a mule when the OC finishes and your second one will be able to be called down when you accumulate 50 more energy. Now anything after that would be slower. But your main should be saturated by that point in time. And you should be pressing on to take your natural if you haven't already.


That would make it WORSE for the purposes of the argumentation in this thread. The common complaint isn´t really that MULEs are too powerful but that using them is too easy/forgiving compared to what Zerg do. Slowing it down without underpowering Terrans would make it easier.


Actually, if you read the OP, the complaint IS that the MULE is too powerful. And if you read other comments as well, they have the same opinion.

I get the sense that you don't read posts at all but happily paraphrase others to further your own arguments.
MileyCyrus
Profile Joined August 2010
United States285 Posts
September 21 2010 15:49 GMT
#528
On September 16 2010 17:08 Frack wrote:
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.

But i wouldnt be opposed to a trial period of a cooldown to see how it works.



True, but you cant chrono one building 4x based on banked energy and larva takes a significant amount of time to produce a result. Mules seem to have the greener grass imo.
vvv-gaming.com
ltortoise
Profile Joined August 2010
633 Posts
September 21 2010 16:04 GMT
#529
I still don't understand how larvae inject is less forgiving than MULE except during the early game...

But during the early game, MULE isn't really "forgiving" either. Sure, you can spam down MULE's to empty energy, but if you missed your MULE in the early game that's already a huge error and your build is probably already getting messed up.

As far as the mid/late game goes, isn't all a Zerg needs is an extra hatchery to empty out larvae injects on if they let energy build up?

What is this thread whining about? I don't really get it. Terrible, awful thread.
The Touch
Profile Joined September 2010
United Kingdom667 Posts
September 21 2010 19:55 GMT
#530
On September 21 2010 13:18 EliteAzn wrote:
I find it halarious how this thread has morphed back and forth about how the mule is cheap/too effective and crap like that. Face it, Terrans need mules, end of story. The only thing I'm asking as a z player is for a damn cooldown (an argument that has been brought up many times in this thread, but then is ignored and covered with more crap about "mule = 3 workers omg."

Seriously, add the damn cooldown so u don't see 6 mules come down in 5 seconds. We understand that yes, u lost potential minerals, but hear me out. What do u lose when u go over by 25 or even 50 energy? technically nothing, just plop it down and wait less time for the next. How much does zerg lose? A whole spawn larva cycle that can't be regained...yeh z can plop down creep, but terran can also scan with extra energy as well, so those arguments cancel out (b/c frankly, no one wants to argue more about stupid shit).

Please for the love of god, please make the argument push towards cooldown, and once that's established, then u guys can argue about the strength of mules (an argument that I believe is stupid b/c no one will win that argument)


I'd rather just see spawn larva buffed to be honest. Reducing the time taken for the larva to spawn by, say, 10 seconds, would make missing a spawn more forgiving.
You Got The Touch
doffe
Profile Joined June 2010
Sweden636 Posts
September 22 2010 08:50 GMT
#531
On September 21 2010 18:58 Unentschieden wrote:
Show nested quote +
On September 21 2010 09:06 terranghost wrote:
To anyone arguing that increasing the energy cost of the mule would devastate the early game.
What about this
mule is now 75 energy starting energy from an OC is now 100. This means that you can still immediately call down a mule when the OC finishes and your second one will be able to be called down when you accumulate 50 more energy. Now anything after that would be slower. But your main should be saturated by that point in time. And you should be pressing on to take your natural if you haven't already.


That would make it WORSE for the purposes of the argumentation in this thread. The common complaint isn´t really that MULEs are too powerful but that using them is too easy/forgiving compared to what Zerg do. Slowing it down without underpowering Terrans would make it easier.

Show nested quote +
On September 21 2010 10:05 SlowBlink wrote:

Yep, creep is not a disadvantage just because Zerg are slower off it. Terrans and Protoss don´t get any way to speed up their groundforces for approximately nothing.

Right, it's not like terran has a 100/100 upgrade that allows their ground forces to speed up at any given time. That would totally be OP

Also did you seriously just compare hydralisks to siege tanks and immortals? I wasn't aware that hydras could effectively double their range and damage with a 100/100 upgrade (although 10 range still wouldn't compare), not to mention that they're about as sturdy as a wet newspaper.


I´d like to know how I can afford it to stim across the map. What I´m comparing here is Mobility, particularly in the Macro sense. As long as they are on creep any Zerg groundarmy can outrun any groundarmy of the other races.
Yeah shure maybe not a stimmed bioball but that is really expensive to maintain constant stim without having them in the red constantly.

Show nested quote +
On September 21 2010 11:21 doffe wrote:
I really do not think mules as a unit is in any way OP, and no...im not a terran player. What I do think though is that the mechanic itself is to forgiving. This has probably been stated way to much but then Ill just say it again. A zerg and a terran with quite low apm will not be punished in the same way.


Thats right the "punishment" isn´t equal. However Terrans will instead suffer a production bottleneck. Terrans can´t "store" productioncapacity like the larvaesystem does.

Show nested quote +
On September 21 2010 11:21 doffe wrote:
Where a zerg just have excess energy he cant spend on anything usefull (creeptumours sure but after you dont need soooo many and a player of lesser skill wont have the apm anyway), the terran though will just use up all his energy and get that huge income boost at once. Therefore I do think the mule should be on a CD, this wont hurt the pro's very much, if at all but the mechanic itself wont be as forgiving as it is now. Sure, you cant save up loads of energy and pump a new expo with loads of mules but really, thats not really something I think terrans should cry about =).

Maybe chronoboost should have the same mechanic, I dont know.

Any opinions about this? I may not have thought this through completly so perhaps im missing something big =)


The issue with that is that storing Energy is a valid and intentional strategy and is somewhat equivialent to Zerg storing Larvae. A Terran having 8 Mules stored "in case" is like a Zerg that has 2k Minerals and 20 Larvae around.


Not saying that your point is totally invalid but a zerg does not have 2k minerals and 20larvas stored as an intentional strategy, we have it cause we are maxed out and its absolutely necessery to keep the spawn larva up in case we loose our army(you may call this a strategy but that somehow implies a choice, you dont really have the choice to not save up larva cause it simply would be suicide if shit goes wrong)

. You could even argue that having to much energy saved up on your CCs is not a valid intentional strategy but rather an example of poor mechanics. The terran could instead have dropped one mule earlier and expanded. I can see few situations where this point is not valid. Sure yhou can argue that expanding in that point is not possible due to a tough situation but then, shouldnt it be more valuable to use the mules to further strengthen the army and then secure that expo? The only situation I can see where saving up mules is valid is when you are more or less mined out and once again, then you have put yourself in a situation that you should not have rather then actually making a strategic choice. Surely the optimal strategy for a macroing terran must be to expand, use all the mules on the expo at all times until he puts up the next expo and never missing a CD?

there might be situations where waiting for 100energy is valid but more then that I personally would rather call poor macro. Once again, im not an expert and terran is by far my worst race so if im missing something enlighten me, Im not afraid of being wrong.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-09-22 09:01:25
September 22 2010 08:59 GMT
#532
On September 21 2010 20:39 Unentschieden wrote:
Bratok doesn´t hold off Sockes Army, he keeps them from steamrolling him with constant harrassment. Bratok exploited the hell out of Socke stretching himself over half the map.


yeah, because that's exactly how it should be....even if you have half the worker-size because your opponent outplayed you, you should be able to constantly harass him and keep yourself in the game...

or maybe not?

I love this replay, have posted it also at some forums, because it's just the perfect example why mules are broken in their current state; not because they are completely rofl-imba, but because they are WAY too forgiving for macro-mistakes

if protoss forgets to chrono-boost probes, he won't catch up or come back into the game by chrono-boosting probes later; not gonna happen; if zerg forgets to puke larvae, he won't catch up by mass-puking larvae later; in fact for zerg that's not even possible in theory

although I'm not sure what should be done, I still favour the cooldown; because this would at least require some macro-management from terran in mid-game, and preventing any weird comebacks from mediocre players who spam 4+ mules on a gold expo after a lost battle to get a omfg-wtf-income instantly

I'd even say terran would be fine without mules; why? because they could boost their economy by constantly calling down supply, not having to use minerals for building them and - more importantly - not losing mining-time for SCVs; chrono-boost gets near useless in late-game too, so when calling down supply loses its purpose at 200/200 chrono-boost won't do much for protoss either
"You see....YOU SEE..." © 2010 Sen
Rashia
Profile Joined May 2010
Sweden68 Posts
September 22 2010 11:38 GMT
#533
Sure the punishment of the mule is that you have to make a new exp faster.. but considering that you can catch up to a player which make a devastating blow to your worker line might seem a bit too good.

Maybe a 10-15 seconds cooldown would make it less über?
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