The Power of the Mule. - Page 4
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ELA
Denmark4608 Posts
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eNbee
Belgium487 Posts
On September 16 2010 19:42 ELA wrote: The power of the mule is their ability to be summoned in the face of your opponents army just to piss him off. Watching GSL eh? Korean BM ![]() Too bad he gg'd before the nuke double bm | ||
Lefnui
United States753 Posts
Way to miss the point. I read the rest of the post. Zerg can pump Drones faster than other races can make their workers. So what? That has absolutely nothing to do with the MULE, and it certainly doesn't justify the idea that they shouldn't be nerfed. | ||
eNbee
Belgium487 Posts
On September 16 2010 19:52 Lefnui wrote: Way to miss the point. I read the rest of the post. Zerg can pump Drones faster than other races can make their workers. So what? That has absolutely nothing to do with the MULE, and it certainly doesn't justify the idea that they shouldn't be nerfed. Zerg can pump faster because of their mule counterpart... Get it...? Anyways mules > *, for econ, which is why it needs a cooldown so at least you have to be on top of it to get that economic advantage. Also remember terrans can't speed up their unit production with their "racial omg special energy ability" | ||
Cyber_Cheese
Australia3615 Posts
On September 16 2010 19:56 eNbee wrote: Zerg can pump faster because of their mule counterpart... Get it...? Anyways mules > *, for econ, which is why it needs a cooldown so at least you have to be on top of it to get that economic advantage. Also remember terrans can't speed up their unit production with their "racial omg special energy ability" but a zerg pumping drones is losing army count for it, a terran is not, thats two disadvantages to one advantage | ||
Zato-1
Chile4253 Posts
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TheNomad
United States134 Posts
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a176
Canada6688 Posts
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LJYLJ
Norway25 Posts
in late game iwe many times fully satured a gold line and having 4-5orbitals also satured it with mules, and suddenly ur minerals mined peak at 4500 | ||
attackfighter
Canada308 Posts
On September 16 2010 20:07 Cyber_Cheese wrote: but a zerg pumping drones is losing army count for it, a terran is not, thats two disadvantages to one advantage That actually makes them more versatile, it's not a disadvantage unless you suck and make drones while getting attacked and killed. | ||
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Dudemeister
Sweden314 Posts
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Raevin
246 Posts
Chrono and Larvae is not going to help as much as a couple of mules, its basically a second lifeline to T | ||
morimacil
France921 Posts
On September 16 2010 17:49 Alpina wrote: So what that it is the peak of his income. Playing Z or P if you lost ton of workers then it's pretty much gg, cause you have no income. On 3+ bases terran can lose all his scvs and he has still decent chances of winning. Well the thing is, the terran only actually has a chance if he was bad at his macro, and has a ton of energy saved up. If you take a zerg, that has a ton of larva stockpiled, and 2k minerals stockpiled too, losing all his workers would also not outright cripple him, since he can rebuild 40 of them instantly. 3 base terran with just 3 mules against 3 base toss or zerg with tons of workers, dont kid yourself, the terran is dead. 3 base terran with 12 mules, sure, but thats only cose it was bad macro before. If you have 10k minerals saved up, losing workers isnt such a big hit, but thats also due to bad macro. | ||
attackfighter
Canada308 Posts
On September 16 2010 20:43 Raevin wrote: Many of you are missing the point: When you lose alot of your workers, T has a very easy way to stage a comeback, Z and P dont have this luxury. Chrono and Larvae is not going to help as much as a couple of mules, its basically a second lifeline to T yeah but protoss can warp in units ANYWHERE, I think it's overpowered and terran needs a similar feature to be fair, lets spend the next 4 pages discussing this even though the OP clearly said he wasn't concerned about balance issues. ------------------------- ^ now you know what you sound like | ||
KiaL.Kiwi
Germany210 Posts
Mules are (especially in combination with the extremly cost effective units of T) one of the main reasons T is able to produce such strong pushes in the early, and stay on less bases in the mid/lategame. | ||
Cyber_Cheese
Australia3615 Posts
http://www.sc2replayed.com/replays/81634-ffa-terran-protoss-forbidden-planet see my base (yellow) at 34 mins 30 those poor mineral patches didnt stand a chance | ||
kojinshugi
Estonia2559 Posts
On September 16 2010 17:53 Scruff wrote: Mules are fucken ridonkulous. Watch when they save up energy and drop 12 mules on to a gold expansion. Seriously, I once rushed a terran and killed almost every single SCV he had and 5 mins later he raped me with 20 marauder. Why does blizzard make all terran units so unbelievably good? So you let him sit in his base for FIVE MINUTES building units and you think you lost because Terran is OP? Zerg and Toss can make workers much faster, at the expense of army size. Terran can summon temporary workers, at the expense of detection. Terran has by far the most restrictive mobile detection unit, and faces two races that have incredibly strong cloaked/burrowed units. And how do we save energy for 12 mules? That takes 3 orbitals at full energy, which means we're not scanning at all for a very, very long time. You're whining because another race doesn't work exactly like yours. You're playing the wrong game. If zerg is at a disadvantage, then fix that, don't call for homogenization of all races just because you can't think of complex balance issues in any other way but "my arbitrary hobby horse issue is obviously to blame". | ||
kojinshugi
Estonia2559 Posts
On September 16 2010 19:56 eNbee wrote:Anyways mules > *, for econ, which is why it needs a cooldown so at least you have to be on top of it to get that economic advantage. Also remember terrans can't speed up their unit production with their "racial omg special energy ability" I must have missed the patch notes where mules do anything other than mine out your minerals faster. Getting more workers faster = getting a temporary worker that does more at a time. The balance problems in TvZ aren't caused by MULEs, for chrissakes. If you can't out-econ a terran who's not forcing you to one base, you're terrible at Zerg. If you're forced to one base because of mass reapers too early, then maybe you need more breathing room. Which is what's being patched in. | ||
GreyFoxMe
Sweden36 Posts
Chrono Boosting out workers and mass producing drones cause of multiple build queues (larva) are offsets to this during the game. There is no doubt Mules are powerful, maybe a tad too powerful. But consider that when you upgrade the Command Center to an OC Protoss can be like 3 workers ahead once its done if they chrono boost. That's a 20% lead in economy there. Which will shrink over time, but still. | ||
kojinshugi
Estonia2559 Posts
On September 16 2010 20:43 Raevin wrote: Many of you are missing the point: When you lose alot of your workers, T has a very easy way to stage a comeback, Z and P dont have this luxury. Chrono and Larvae is not going to help as much as a couple of mules, its basically a second lifeline to T Really? Being able to spawn 14+ drones in one production cycle is not a viable comeback mechanic? Next thing you'll complain that zerg/toss structures are stuck to the ground, nerf liftoff. | ||
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