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The Power of the Mule. - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 25 26 27 Next All
ELA
Profile Joined April 2010
Denmark4608 Posts
September 16 2010 10:42 GMT
#61
The power of the mule is their ability to be summoned in the face of your opponents army just to piss him off.
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
eNbee
Profile Joined July 2010
Belgium487 Posts
Last Edited: 2010-09-16 10:48:22
September 16 2010 10:44 GMT
#62
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
hmmmm
Lefnui
Profile Joined November 2008
United States753 Posts
September 16 2010 10:52 GMT
#63
On September 16 2010 19:35 Mato wrote:
Show nested quote +
On September 16 2010 19:24 Lefnui wrote:
On September 16 2010 19:14 eNbee wrote:
People seem to forget terrans lose mining time by constructing buildings


People seem to forget that zergs lose their workers by constructing buildings


Way to only read half his post.

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
Profile Joined July 2010
Belgium487 Posts
September 16 2010 10:56 GMT
#64
On September 16 2010 19:52 Lefnui wrote:
Show nested quote +
On September 16 2010 19:35 Mato wrote:
On September 16 2010 19:24 Lefnui wrote:
On September 16 2010 19:14 eNbee wrote:
People seem to forget terrans lose mining time by constructing buildings


People seem to forget that zergs lose their workers by constructing buildings


Way to only read half his post.

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"
hmmmm
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
September 16 2010 11:07 GMT
#65
On September 16 2010 19:56 eNbee wrote:
Show nested quote +
On September 16 2010 19:52 Lefnui wrote:
On September 16 2010 19:35 Mato wrote:
On September 16 2010 19:24 Lefnui wrote:
On September 16 2010 19:14 eNbee wrote:
People seem to forget terrans lose mining time by constructing buildings


People seem to forget that zergs lose their workers by constructing buildings


Way to only read half his post.

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"


but a zerg pumping drones is losing army count for it, a terran is not, thats two disadvantages to one advantage
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 16 2010 11:15 GMT
#66
This is nothing new. The only way to cripple a Terran's economy is to snipe their command centers (Void Rays can do this; Zerg sadly has no equivalent that I know of, as Orbital Commands can just lift off against a burrowed roach snipe).
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
TheNomad
Profile Joined April 2010
United States134 Posts
September 16 2010 11:18 GMT
#67
Toss has chrono, Zerg has Larva, Terran has Mule... All insanely good abilities, the Toss one being free... the Zerg one being a defender.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 16 2010 11:20 GMT
#68
I saw so much of this tactic in MLG and it pissed me off to no end. Blizzard nerfed SCVs earlier because of completely different reasons, yet thanks to mule, they are still being used in the same manner regardless. That screenshot is just disgusting to look at quite honestly.
starleague forever
LJYLJ
Profile Joined August 2010
Norway25 Posts
September 16 2010 11:20 GMT
#69
well mules and SCV's can mine the same mineral patch, thats pretty lame aswell imo

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
Once u go black, u go deaf
attackfighter
Profile Joined November 2009
Canada308 Posts
September 16 2010 11:23 GMT
#70
On September 16 2010 20:07 Cyber_Cheese wrote:
Show nested quote +
On September 16 2010 19:56 eNbee wrote:
On September 16 2010 19:52 Lefnui wrote:
On September 16 2010 19:35 Mato wrote:
On September 16 2010 19:24 Lefnui wrote:
On September 16 2010 19:14 eNbee wrote:
People seem to forget terrans lose mining time by constructing buildings


People seem to forget that zergs lose their workers by constructing buildings


Way to only read half his post.

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"


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.
Dudemeister
Profile Joined July 2010
Sweden314 Posts
September 16 2010 11:35 GMT
#71
If mule has no cooldown then neither should spawn larvae. Would actually make one basing as zerg viable. wzup 50 zerglings
Raevin
Profile Joined July 2010
246 Posts
September 16 2010 11:43 GMT
#72
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
morimacil
Profile Joined March 2010
France921 Posts
September 16 2010 11:43 GMT
#73
On September 16 2010 17:49 Alpina wrote:
Show nested quote +
On September 16 2010 17:31 Dekker wrote:
The Point that many people forget is, that you have to see this as a peek of income. First of all, how many mules did he use? And now think about how long this income will last.


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
Profile Joined November 2009
Canada308 Posts
September 16 2010 11:58 GMT
#74
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
Profile Joined August 2010
Germany210 Posts
September 16 2010 12:01 GMT
#75
This is nothing new. Terrans do this all the time against Zerg. Take 12 Scvs with you in a push that can only be stopped by baning the workers, that Z for some frickin reason is still able to defend, come back 2 mins later because your economy still equals the Zergs.

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
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2010-09-16 12:08:32
September 16 2010 12:07 GMT
#76
ok so i have a replay of mass mule abuse, this was in a fun custom game ffa where we screwed around but its still rather interesting to watch
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
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
September 16 2010 12:08 GMT
#77
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".
whatsgrackalackin420
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
September 16 2010 12:12 GMT
#78
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.
whatsgrackalackin420
GreyFoxMe
Profile Joined August 2010
Sweden36 Posts
September 16 2010 12:14 GMT
#79
This income level is temporary though.

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.
GreyFox.me - a blog about gaming and me
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
September 16 2010 12:14 GMT
#80
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.
whatsgrackalackin420
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