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The Power of the Mule. - Page 9

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Grummler
Profile Joined May 2010
Germany743 Posts
September 16 2010 18:00 GMT
#161
Just for the record: Protoss has only 2 bases. With that amount of probes he should have atleast 3, optimal would be 4. And the screenshot happens to be right after the terran called down a whole bunch of mules. Obviously your income while rise high for a short period of time.

Of course mules are still pretty good. But not as good as that screenshot implies.
workers, supply, money, workers, supply, money, workers, ...
Iced_tea
Profile Joined September 2010
United States42 Posts
September 16 2010 18:00 GMT
#162
On September 16 2010 17:23 inF.PrO wrote:
lol chroono boost is rly better -.- u can make 2 probe while i make 1 scv and the probe are 4ever -.-


one of the other problems not being said, is those 2 probes are 2 food. so if terran has 40 workers a toss player needs 50-60 to keep up with mules. so at a 200/200 army battle between the two toss is alrdy down 10-20 food just to stay even with the terran's income.
i am a zerg player thats why the food from # of workers is more important.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
September 16 2010 18:03 GMT
#163
On September 17 2010 02:52 Wr3k wrote:
Show nested quote +
On September 17 2010 02:36 Bleedorang3 wrote:
On September 17 2010 02:30 Wr3k wrote:
Keep in mind chrono and inject allow P and Z to produce workers literally twice as fast as T, so in reality its not as powerful as you might think.


Wrong, wrong, wrong, wrong, wrong. You do realize, at least in Zergs case, that larvae have to be split between:

1: Drones
2: Combat Units
3: Supply (Overlords)

Correct? And then Drones have to be split again between harvesting and building creation.

Yes, MULES are as powerful as we think.


A 1 base Z can produce up to 7 drones per 40 seconds.
A 1 base terran can produce up to 2 scv's per 2.35 SCV's in that time.

All Z has to do to beat T scv production is spend ~40% of their larva on drones. You also neglect the fact that Z will likely be up one base. So yes, the worker production rate is significantly larger for Z.

With P the calculator is a little more in depth, but assuming one chrono is spent on a nexus every 40 seconds. (meaning 63% of chrono energy is used on nexus) you achieve approxamately double the worker production rate.

Yes, mules are good, but they are by no means better than chrono or spawn larva.


I don't know how you play Protoss, but I don't chrono the Nexus all the time. You often want Warpgates Observer Collosi etc. asap to be able to compete.
terranghost
Profile Joined May 2010
United States980 Posts
September 16 2010 18:03 GMT
#164
On September 16 2010 17:22 Demand2k wrote:
If Morrow didn't have enough energy for that many mules, he probably wouldn't have lost the battle as he'd have more units prior to the battle. Anyone can throw down six mules at once after they've neglected them for ages.



Remember there is a trade off for summoning a mule. After saturation of your minerals yes mules can still increase your income as they can mine on a patch that an scv is already on. But after I am saturated I prefer to save energy for aggressive scanning. Whether that means that I start to push out and scan in front my force to see what he is pulling out to defend against the push or to simply scan his base to see whats there.


Lets pretend that battle where morrow lots all of his scvs was a little closer closer. I think morrow would still feel a little uncomfortable pushing out because of the lack of scan.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
brainpower
Profile Joined September 2010
United States233 Posts
September 16 2010 18:05 GMT
#165
I'm a protoss player who tends to have TOO many probes, often reaching 75 per game, and I am always frustrated when a terran who is on 2 bases with 45 SCVs is able to keep up with my 3 bases through good MULE use.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-09-16 18:11:50
September 16 2010 18:08 GMT
#166
On September 17 2010 02:56 Miller wrote:
Show nested quote +
On September 17 2010 02:52 Wr3k wrote:
On September 17 2010 02:36 Bleedorang3 wrote:
On September 17 2010 02:30 Wr3k wrote:
Keep in mind chrono and inject allow P and Z to produce workers literally twice as fast as T, so in reality its not as powerful as you might think.


Wrong, wrong, wrong, wrong, wrong. You do realize, at least in Zergs case, that larvae have to be split between:

1: Drones
2: Combat Units
3: Supply (Overlords)

Correct? And then Drones have to be split again between harvesting and building creation.

Yes, MULES are as powerful as we think.


A 1 base Z can produce up to 7 drones per 40 seconds.
A 1 base terran can produce up to 2 scv's per 2.35 SCV's in that time.

All Z has to do to beat T scv production is spend ~40% of their larva on drones. You also neglect the fact that Z will likely be up one base. So yes, the worker production rate is significantly larger for Z.

With P the calculator is a little more in depth, but assuming one chrono is spent on a nexus every 40 seconds. (meaning 63% of chrono energy is used on nexus) you achieve approxamately double the worker production rate.

Yes, mules are good, but they are by no means better than chrono or spawn larva.


Terran is even maybe even a little ahead early game because of the mule. After saturating the patches with 16 drones being able to make 7 drones in 40 secs is really insignificant; however, the mule continues to add a huge advantage to the Terran economy throughout the whole game with NO CONSEQUENCES if you forget to use the mule. On top of that Terran have the most cost effective units in the game. So if the Z drones too hard, he will get rolled.


Yeah, mules are good, and the ability to make 7 drones in 40 seconds is significant, especially considering each additional drone gives a compounded advantage as the game goes on. Z can literally grow economy almost exponentially. It isn't uncommon for a Z player to beat T income by a good 30-40% while matching army supply. There are also many ways to force scans, diminishing the benefit of mules. I honestly think the strongest thing about a mule is that it costs no supply and allows T to sit on 1 base longer.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
Last Edited: 2010-09-16 18:12:19
September 16 2010 18:09 GMT
#167
If you made mules like goblin shredders in WC3 you might make them more viable: you can spam them down on a gold but they'll just sit there collecting minerals until they die and if they die, you lose all those minerals: you'd have to manually send them back to the OC in order to benefit from them. It also rewards raiding a lot cause if you kill mules before the player sends them to dump their minerals, they just lost a ton of potential minerals that they could have mined with scvs as well as the mule itself.

The simplest thing would prolly just be to give them a cooldown which wouldn't change anything for good players and would punish bad players. You could still save for scan and might also help make cdsupply more useful during the cooldown.

CB shouldn't have a cooldown cause it minimizes the strategic element of saving boosts. It's hard enough to spend chrono at like 3 bases as it is.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Bleedorang3
Profile Joined September 2010
20 Posts
September 16 2010 18:09 GMT
#168
On September 17 2010 02:54 Impervious wrote:
MULEs are way awesome late-game, I'm not gonna lie about that, but I'd usually prefer to use my energy in scans instead (since gas is by far the resource I use fastest). MULEs are far from imbalanced..... And being late on a MULE early on can put your economy behind what it should be, weakening your army at the time..... They can help with a comeback, because they are basically 5 scvs you can't kill, until you kill the OC.....


I think this discussion is mainly about mid-late game. The alleged imbalance only shows itself when:

A: Both players are on one base. Terran can 'oversaturate' using mules. (Early-Midgame)
B: Lategame when macro become increasingly difficult. Terran players who forget to Calldown MULE aren't punished enough. Coming back to a high energy OC and being able to dump it all on MULES is almost like rewarding the player for forgetting to macro.

The only analogy I can see fitting here is if Zerg was allowed to Spawn Larvae multiple times on a single hatchery. Do you think that would be balanced? 32 Larva popping from a single hatch all at the same time?
ShadowReaver
Profile Joined March 2010
Canada563 Posts
September 16 2010 18:12 GMT
#169
You can't have a balanced game without giving each race equal resource gathering capabilities. From a purely resource gathering perspective:

Protoss have a cool down period for chonoboosting probes
Zerg have a cool down period for spawning lava
Why shouldn't terran?
Bags
Profile Joined July 2010
United States69 Posts
September 16 2010 18:26 GMT
#170
On September 17 2010 02:49 me_viet wrote:
Show nested quote +
On September 17 2010 02:35 Bags wrote:
On September 17 2010 02:12 Bleedorang3 wrote:

TL;DR that thread:

There is NO opportunity cost on forgetting to use Calldown: MULE



I stopped reading here. You have no idea what opportunity cost is.

270 minerals sooner = more SCV
more SCV = more minerals.

-- First SCV built at 5:50 because you had a mule will get 2000 minerals over the rest of the game (let's say)

miss mule = less SCV
less SCV = less minerals.

-- First SCV built at 6:00 because you had no mule, will get 1990 minerals over the rest of the game.



Good job, missing mule cost you some minerals.


Lol you fail also, 270minerals DOES NOT always = more scv's

Your hard capped by the production queue. Your always supposed to be producing workers anyways. If your playing Zerg, and there was larva around...then yes 270minerals = more drones.


If you have 5 SCV, 50 energy, and 0 minerals you can get an SCV faster with a mule than without.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
September 16 2010 18:32 GMT
#171
I hope that leaked patch is true...
i dunno lol
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-09-16 19:03:00
September 16 2010 19:02 GMT
#172
On September 17 2010 03:09 Bleedorang3 wrote:

B: Lategame when macro become increasingly difficult. Terran players who forget to Calldown MULE aren't punished enough. Coming back to a high energy OC and being able to dump it all on MULES is almost like rewarding the player for forgetting to macro.

The only analogy I can see fitting here is if Zerg was allowed to Spawn Larvae multiple times on a single hatchery. Do you think that would be balanced? 32 Larva popping from a single hatch all at the same time?


Like I have already said just because an OC builds up energy to potentially summon 4 mules at once does not mean that the terran is having bad macro.

Gas is still a limiting factor.

During early game it is critical that your mule timing is on regardless of a gas heavy build or not because it will give you enough minerals to start your first expo. After you have your bases saturated and you are not gearing up to take another atm. It is much more worthwhile to save OC energy for the purpose of scanning.

If I am going a pretty mineral heavy build even though I am not a top of the line player even in late game I am able to throw down mules by the time my OC reaches 60 energy. If I know I need all the minerals I can get then I don't save the energy. IF gas is going to be my limiting factor (as it almost always is) then I will save the energy for that critical scan that could see a tech switch. Or to scan in front of my army as I am pushing out. If my scan ahead of my force sees the opponent moving in to engage me I make sure I start siegeing my tanks in the back so I am not caught with everything out of position.

As for spawn larva stacking I wouldn't have a problem with this even if a change to the mule happened.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
TheYango
Profile Joined September 2008
United States47024 Posts
September 16 2010 19:15 GMT
#173
On September 17 2010 03:26 Bags wrote:
Show nested quote +
On September 17 2010 02:49 me_viet wrote:
On September 17 2010 02:35 Bags wrote:
On September 17 2010 02:12 Bleedorang3 wrote:

TL;DR that thread:

There is NO opportunity cost on forgetting to use Calldown: MULE



I stopped reading here. You have no idea what opportunity cost is.

270 minerals sooner = more SCV
more SCV = more minerals.

-- First SCV built at 5:50 because you had a mule will get 2000 minerals over the rest of the game (let's say)

miss mule = less SCV
less SCV = less minerals.

-- First SCV built at 6:00 because you had no mule, will get 1990 minerals over the rest of the game.



Good job, missing mule cost you some minerals.


Lol you fail also, 270minerals DOES NOT always = more scv's

Your hard capped by the production queue. Your always supposed to be producing workers anyways. If your playing Zerg, and there was larva around...then yes 270minerals = more drones.


If you have 5 SCV, 50 energy, and 0 minerals you can get an SCV faster with a mule than without.

Ok, so you get faster SCVs in a scenario that almost never happens. Big deal.

In most scenarios, your SCVs will bring in 50 minerals before your MULE finishes its first trip.
Moderator
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
September 16 2010 19:24 GMT
#174
wish people would stop bitching about chrono boost
do you guys realize that chrono boost is kinda like a double edged sword
sure we can get units/research faster, but blizz nerfed all the research so that we HAVE to chrono boost it if we hit timing right

compared chronoboosting research to mules is like if blizzard made SCV's mine 4 minerals per trip
how would terrans like that ?

also, chronoboosting probes is great but when you reach saturation the advantage is nullified
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
September 16 2010 19:27 GMT
#175
Yes, clearly MULES are OP, to counterbalance this zerg should be able to morph drones into "uberdrones" for 50 minerals they mine twice as fast and have a morphing time of 10 seconds, also to help with this overlords should get a "deathbeam" that instantly destroys orbital commands with a 10 second cool down to punish Terran for trying to get access to their main macro mechanic. Also to help balance this protoss should automatically get reactored nexi to make up for the terribly OP mule. That should be balanced right?

Seriously though people can we stop with the "terran so OP"
Moderator
Acritter
Profile Joined August 2010
Syria7637 Posts
September 16 2010 19:30 GMT
#176
On September 16 2010 23:34 MorroW wrote:
its funyn u take that game as example because i fell behind insanily hard barely survived and then lost the game miserbly. i never got back into the game with the mule i just made the game last longer while i had so big disadvantage

chrono boost and spawn larva lets u get out workers alot faster and i think thats better than the mule because the mule is always a set number of minerals while squeezing out workers faster multiplies in effectiveness :p

ppl r really overdoing the mules "imbaness" i hope u realize if u nerfed it it would turn terran matchups so hard for terran because the mule actually gives that much

mule nerf would be nice for gameplay imo but they would be forced to compensate it with other things for the terran race


Does anyone else find Morrow's posts to be disturbingly... low quality for a player of his caliber? I will admit I've only seen him post twice, but both posts were in balance threads saying that if feature X (1.1 Tanks was the other one, IIRC) of Terran were to be nerfed the race would become unplayable. He also seems to be missing some of the points of the arguments, such as the fact that it didn't matter whether he won that game, just that the MULEs were able to supplement his income to such a huge degree. I'm not saying that he's bad or unqualified, just that there seem to be a lot of missing ideas from his posts here.

OT: The main power of MULEs seems to be their ability to skyrocket Terran income on 1-2 base play. This lets them match Protoss and Zerg players with more bases, and lets them expand later and focus on harass earlier. I wouldn't say it's the core of the problem, but it meshes very strongly with the innate features of the Terran race- extreme harass ability, the versatile and powerful Marine, and strong mineral-heavy static defense- to really boost the strength of certain varieties of Terran play. If, say, Zerg got MULEs, then they really wouldn't be able to abuse them as much, because Zerg is primarily limited by gas. Giant Zergling armies just aren't as strong, and there's no harass Zerg can really rush to on one or two bases to make use of the accelerated income.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-16 19:33:01
September 16 2010 19:30 GMT
#177
On September 17 2010 04:24 Condor Hero wrote:
wish people would stop bitching about chrono boost
do you guys realize that chrono boost is kinda like a double edged sword
sure we can get units/research faster, but blizz nerfed all the research so that we HAVE to chrono boost it if we hit timing right

Probes still have the same build time as SCVs and Drones, and all attack/armor upgrades have the same research time as their Zerg/Terran counterparts. It's extremely presumptuous to say that your tech is balanced in such a way to REQUIRE Chrono Boost when all directly comparable examples indicate otherwise.
Moderator
KillerPlague
Profile Joined June 2010
United States1386 Posts
September 16 2010 19:36 GMT
#178
On September 17 2010 03:00 Iced_tea wrote:
Show nested quote +
On September 16 2010 17:23 inF.PrO wrote:
lol chroono boost is rly better -.- u can make 2 probe while i make 1 scv and the probe are 4ever -.-


one of the other problems not being said, is those 2 probes are 2 food. so if terran has 40 workers a toss player needs 50-60 to keep up with mules. so at a 200/200 army battle between the two toss is alrdy down 10-20 food just to stay even with the terran's income.
i am a zerg player thats why the food from # of workers is more important.


he is also missing that because you just built 2 probes instead of 1 scv that is 50 minerals that is not currently in your army. this makes it difficult when you are expanding. Should you chrono boost 4 probes or get an extra zealot or something to help hold these two bases...
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2010-09-16 20:08:25
September 16 2010 19:47 GMT
#179
On September 17 2010 04:30 TheYango wrote:
Show nested quote +
On September 17 2010 04:24 Condor Hero wrote:
wish people would stop bitching about chrono boost
do you guys realize that chrono boost is kinda like a double edged sword
sure we can get units/research faster, but blizz nerfed all the research so that we HAVE to chrono boost it if we hit timing right

Probes still have the same build time as SCVs and Drones, and all attack/armor upgrades have the same research time as their Zerg/Terran counterparts. It's extremely presumptuous to say that your tech is balanced in such a way to REQUIRE Chrono Boost when all directly comparable examples indicate otherwise.


Tech timings aren't always the same. Protoss unlike Zerg or Terran have very bottom heavy splintered Tech tree, all with long research abilities that are almost necessary, what Storm, Amulet, Thermal Lances and Interceptor rate is to Protoss is much more than than what Yamato/250MM Cannon is to Terran. I think it is almost assumed that a large amount of your chronoboost is meant to go into tech.
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-09-16 19:52:57
September 16 2010 19:51 GMT
#180
On September 16 2010 23:18 awesomoecalypse wrote:
Show nested quote +
It can be done with Queens too, when you have a lot of hatcheries.


No, a direct comparison would be if Spawn Larva had no cooldown in the same way that Chronoboost and Mule don't. So a Queen could save up a bunch of energy (or forget to use it for a while), then spawn like 30 larva at one hatchery when they did remember by spamming it out.

Of course, this would be broken...

Kinda like Mules are broken.


This. Another equivalent analogy is if chrono-boosts stacked on structures so you can dump 4 CB on a templar archive or forge to make the effects cumulative.

On September 17 2010 03:00 Grummler wrote:
Just for the record: Protoss has only 2 bases. With that amount of probes he should have atleast 3, optimal would be 4. And the screenshot happens to be right after the terran called down a whole bunch of mules. Obviously your income while rise high for a short period of time.

Of course mules are still pretty good. But not as good as that screenshot implies.


54 - 12 on gas= 42 probes on two bases, 21 per base. seems pretty reasonable.
the UMP says YER OUT
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