• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:04
CET 22:04
KST 06:04
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
No more SC2 streamers on team liquid? Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder SCHNAIL now supports Remastered Rollback Netcode in Brood War BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread R I P Patrick Stewart Things Aren’t Peaceful in Palestine
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9201 users

Why 1/1/1 is considered to be imbalanced in Korea - Page 75

Forum Index > SC2 General
Post a Reply
Prev 1 73 74 75 76 77 143 Next
Can we stop talking about nerfing things please? - 9:10 KST
H0i
Profile Joined October 2010
Netherlands484 Posts
August 23 2011 00:11 GMT
#1481
On August 23 2011 09:08 Bagi wrote:
Show nested quote +
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

It just seems ironic to me that they were very very fast to nerf protoss or buff zerg all the time and a lot, but now that people finally accept protoss has issues they talk about how blizzard needs to take baby steps with balance changes or allow the metagame to adjust (for a year or two, maybe 10).
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-08-23 00:14:00
August 23 2011 00:11 GMT
#1482
On August 23 2011 08:59 hugedong wrote:
rofl people hopping on the "game is dying" bandwagon because of 1/1/1

Really? Why watch if outcomes are predetermined and it's full of on sided all ins? I don't watch adults beat on children for same reason and that's what it looks like sometimes in starcraft 2 matches.

Easy to execute and takes an act of god to defend removes the sporting aspect for most people.

Even sportsman themselves which is why MVP swore never to do it again.
MC for president
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 00:11 GMT
#1483
Again, the MULE is not the cause of the 1/1/1 strength. Protoss is ahead in probes by 4-5 (what a mule is worth) and on 2 base, then dies to this push. They have a BETTER economy and die. It is NOT the MULE. So please leave it out of the thread.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:13 GMT
#1484
On August 23 2011 09:08 Bagi wrote:
Show nested quote +
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

Show nested quote +
On August 23 2011 09:06 VirgilSC2 wrote:
The MULE "nerf" I'm suggesting actually just brings it in line with the macro mechanics of the other two races.

The macro mechanics between each race are radically different. There is absolutely no logic to this statement.


The proposed MULE idea actually only effects Terran income of dropping MULEs on already fully saturated mineral lines.

Yes, the macro mechanics are radcially different, but just because three things that are DESIGNED TO BE BALANCED and simply work differently doesn't give one the excuse to break a limitation that neither other race can ever possibly break, at any point in the game.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
IVN
Profile Joined October 2010
534 Posts
August 23 2011 00:14 GMT
#1485
On August 23 2011 08:59 Yaotzin wrote:
Show nested quote +
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:16 GMT
#1486
On August 23 2011 09:11 Yaotzin wrote:
Again, the MULE is not the cause of the 1/1/1 strength. Protoss is ahead in probes by 4-5 (what a mule is worth) and on 2 base, then dies to this push. They have a BETTER economy and die. It is NOT the MULE. So please leave it out of the thread.

Actually, there is no rule that says "The Protoss player has to be on two bases for 1-1-1 to be used"
The proposed MULE change ONLY effects Terran in a 1-base vs 1-base situation(or equal base vs equal base), at max saturation.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
aksfjh
Profile Joined November 2010
United States4853 Posts
Last Edited: 2011-08-23 00:23:48
August 23 2011 00:16 GMT
#1487
On August 23 2011 09:01 Mjolnir wrote:
Show nested quote +
On August 23 2011 08:43 sekritzzz wrote:
I think rather than tweaking any terran units, blizzard should just re-do the terran "special" skill. The mule is basically the core of this build. The mule is the only reason this build can outproduce the protoss. Not to mention I've always hated the fact that forgetting to mule isn't punishable because you can just do it twice at the same time (unlike inject/chrono).


Yeah, gotta agree.

The MULE mechanics are a joke when you compare them to the other races abilities. There's no penalty to forgetting a MULE other than being behind for a short period of time; and by "being behind" I mean "equal to the enemy but further behind where you could've been."

That they can (and I've seen pros do it) drop like 8 freaking MULEs on one mining patch is absurd to me. Can you imagine Zergs dropping 8 larva injects on a hatch just 'cause they forgot? Lulz.

EDIT: For what it's worth - I think Protoss got nerfed too hard a few patches back. I don't really play Protoss, and I can't stand the race but some of the nerfs they got seem to be having an impact now that is setting them back further than predicted.


Being "behind" for X seconds because of late mules is actually devastating. Don't tell me you haven't been in or watched a situation where X more units would have saved the day. A delayed mule is a delayed execution. A missed mule (with a scan or supply drop) actually puts Terran behind in a macro race/game. All those mechanics that other races have to offset resource explosions (chrono, larva, warpgates with resource diversive options) are not part of the Terran arsenal. If Terran prepares for the influx of minerals from the extra muling, that's X marines/tanks/marauders/BFH that Terran can't make because he over invested in production. If he doesn't overinvest in production, that's income that's essentially wasted. Terran doesn't just que up or warp in 10 expensive units to offset the cost and get a benefit from.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:17 GMT
#1488
On August 23 2011 09:14 IVN wrote:
Show nested quote +
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.
Thank you for taking the time to acquire a screenshot. This information just reinforces what I've been trying to say.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 00:18 GMT
#1489
When Puma starts sieging up the nat:

Army value:
2100/550 for Puma
2025/900 for MC.

Protoss is AHEAD in economy. The mule is NOT the issue here.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-08-23 00:20:17
August 23 2011 00:18 GMT
#1490
On August 23 2011 09:13 VirgilSC2 wrote:
Show nested quote +
On August 23 2011 09:08 Bagi wrote:
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

On August 23 2011 09:06 VirgilSC2 wrote:
The MULE "nerf" I'm suggesting actually just brings it in line with the macro mechanics of the other two races.

The macro mechanics between each race are radically different. There is absolutely no logic to this statement.


The proposed MULE idea actually only effects Terran income of dropping MULEs on already fully saturated mineral lines.

Yes, the macro mechanics are radcially different, but just because three things that are DESIGNED TO BE BALANCED and simply work differently doesn't give one the excuse to break a limitation that neither other race can ever possibly break, at any point in the game.

Can a terran warp in 50 supply in 5 seconds? Can a terran make 50 units from 6 unit producing structures? No, these are limitations that they cannot break and have to deal with.

When you drop your first MULE your SCV count is usually at 12 (if you're mining gas), so its not like the MULE gets a free node from the start. It matters.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 23 2011 00:21 GMT
#1491
On August 23 2011 09:14 IVN wrote:
Show nested quote +
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:22 GMT
#1492
On August 23 2011 09:18 Bagi wrote:
Show nested quote +
On August 23 2011 09:13 VirgilSC2 wrote:
On August 23 2011 09:08 Bagi wrote:
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

On August 23 2011 09:06 VirgilSC2 wrote:
The MULE "nerf" I'm suggesting actually just brings it in line with the macro mechanics of the other two races.

The macro mechanics between each race are radically different. There is absolutely no logic to this statement.


The proposed MULE idea actually only effects Terran income of dropping MULEs on already fully saturated mineral lines.

Yes, the macro mechanics are radcially different, but just because three things that are DESIGNED TO BE BALANCED and simply work differently doesn't give one the excuse to break a limitation that neither other race can ever possibly break, at any point in the game.

Can a terran warp in 50 supply in 5 seconds? Can a terran make 50 units from 6 unit producing structures? No, these are limitations that they cannot break and have to deal with.

When you drop your first MULE your SCV count is usually at 12 (if you're mining gas), so its not like the MULE gets a free node from the start. It matters.
Actually, MULEs and SCVs can mine from the same patch at the same time, so it does get a free patch as soon as you call it down.

On August 23 2011 09:18 Yaotzin wrote:
When Puma starts sieging up the nat:

Army value:
2100/550 for Puma
2025/900 for MC.

Protoss is AHEAD in economy. The mule is NOT the issue here.

You're quoting a statistic from ONE GAME.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 23 2011 00:24 GMT
#1493
I think it's a pretty big issue with the contain style 1/1/1 which is to me the second scariest part: getting a large army ready to deal with a large marine push, and then the terran just sitting there while reinforcing tanks. It's another variation, and the massive variation available with the 1/1/1 is definitely part of the problem.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-23 00:26:32
August 23 2011 00:25 GMT
#1494
On August 23 2011 09:22 VirgilSC2 wrote:
You're quoting a statistic from ONE GAME.

Would you like a stat from when Protoss expands even earlier than MC, and also dies?

The strength of the 1/1/1 has nothing to do with the mule. Stop poisoning the thread. It is not an issue of being economically overpowered. Keeping up with the Terran economically is quite well understood and not considered a problem at that stage of the game at all.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:25 GMT
#1495
On August 23 2011 09:21 aksfjh wrote:
Show nested quote +
On August 23 2011 09:14 IVN wrote:
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.

You're grabbing at straws. You're ASSUMING that Terran can't hold off a 4-gate, which hits at a point in the game right before, or right as the Terran player could reach Mineral Saturation on one-base, which means up until that point, your MULE is functioning just fine.
You're ASSUMING that Terran can't hold a baneling bust, should they be down a few units, while in reality, if you scout the Baneling bust and reinforce your wall, you can hold a baneling bust just fine.
You're ASSUMING that Terran can't hold a 3-gate pressure expand, see my argument about 4gate.

You know what they say about what happens when you assume.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Bagi
Profile Joined August 2010
Germany6799 Posts
August 23 2011 00:28 GMT
#1496
On August 23 2011 09:22 VirgilSC2 wrote:
Show nested quote +
On August 23 2011 09:18 Bagi wrote:
On August 23 2011 09:13 VirgilSC2 wrote:
On August 23 2011 09:08 Bagi wrote:
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

On August 23 2011 09:06 VirgilSC2 wrote:
The MULE "nerf" I'm suggesting actually just brings it in line with the macro mechanics of the other two races.

The macro mechanics between each race are radically different. There is absolutely no logic to this statement.


The proposed MULE idea actually only effects Terran income of dropping MULEs on already fully saturated mineral lines.

Yes, the macro mechanics are radcially different, but just because three things that are DESIGNED TO BE BALANCED and simply work differently doesn't give one the excuse to break a limitation that neither other race can ever possibly break, at any point in the game.

Can a terran warp in 50 supply in 5 seconds? Can a terran make 50 units from 6 unit producing structures? No, these are limitations that they cannot break and have to deal with.

When you drop your first MULE your SCV count is usually at 12 (if you're mining gas), so its not like the MULE gets a free node from the start. It matters.
Actually, MULEs and SCVs can mine from the same patch at the same time, so it does get a free patch as soon as you call it down.


So how the hell does your change actually work if you allow MULEs and SCVs to mine at the same time?
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:28 GMT
#1497
On August 23 2011 09:25 Yaotzin wrote:
Show nested quote +
On August 23 2011 09:22 VirgilSC2 wrote:
You're quoting a statistic from ONE GAME.

Would you like a stat from when Protoss expands even earlier than MC, and also dies?

The strength of the 1/1/1 has nothing to do with the mule. Stop poisoning the thread. It is not an issue of being economically overpowered.

Perhaps an early expand isn't the way to counter 1/1/1. I'd say I'm far from "poisoning the thread"
According to many top Korean players, the Marine Count is the hardest thing to deal with in the 1/1/1 timing push, by reducing the insane income advantage a Terran player has in a 1-base to 1-base income situation, the 1/1/1 build has less marines, and therefore becomes more manageable in a 1-base vs 1-base situation with proper preparation from the Protoss player.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
IVN
Profile Joined October 2010
534 Posts
August 23 2011 00:29 GMT
#1498
On August 23 2011 09:18 Yaotzin wrote:
When Puma starts sieging up the nat:

Army value:
2100/550 for Puma
2025/900 for MC.

Protoss is AHEAD in economy. The mule is NOT the issue here.

It is.

3 MULEs = 16 marines that Puma had, that he wouldnt have had, if the MULEs werent able to super saturate mineral lines.

If those 3 MULEs hat only brought back 3* 135 minerals, that would be 8 marines less for Puma, and MC could have held a lot easier.
Deadbread
Profile Joined April 2010
Germany143 Posts
August 23 2011 00:29 GMT
#1499
On August 23 2011 06:06 TimeSpiral wrote:
All we can do is hope the developers let this thing play out for a little while.

That is what is needed.

Let the metagame balance out this little ruffle. It is far from a free win, but it is a potent all-in (which there are many in SC2).



I feel the same way.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:30 GMT
#1500
On August 23 2011 09:28 Bagi wrote:
Show nested quote +
On August 23 2011 09:22 VirgilSC2 wrote:
On August 23 2011 09:18 Bagi wrote:
On August 23 2011 09:13 VirgilSC2 wrote:
On August 23 2011 09:08 Bagi wrote:
On August 23 2011 09:01 H0i wrote:
On August 23 2011 08:51 Bagi wrote:
On August 23 2011 08:46 IVN wrote:
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.

But a big nerf on zealot build time and warpgate time, core mechanics, were just done with big steps? KA removal, voidray speed removal were baby steps? Pylon range change, baby steps? Roach range change, baby steps?

Right.

Many of the things you list happened a long time ago though, Blizzard is getting more careful with changes - and the game seemed really balanced too until the Koreans rediscovered 1-1-1. Some of the biggest changes were done a while ago (VR nerf, roach buff etc.) yet they still only changed one unit at a time. This MULE idea changes how many minerals the terran player has from the moment he drops his first MULE to until the map is mined out. I think you can see the difference.

I don't see the need for the sarcasm though. Did I upset you somehow?

On August 23 2011 09:06 VirgilSC2 wrote:
The MULE "nerf" I'm suggesting actually just brings it in line with the macro mechanics of the other two races.

The macro mechanics between each race are radically different. There is absolutely no logic to this statement.


The proposed MULE idea actually only effects Terran income of dropping MULEs on already fully saturated mineral lines.

Yes, the macro mechanics are radcially different, but just because three things that are DESIGNED TO BE BALANCED and simply work differently doesn't give one the excuse to break a limitation that neither other race can ever possibly break, at any point in the game.

Can a terran warp in 50 supply in 5 seconds? Can a terran make 50 units from 6 unit producing structures? No, these are limitations that they cannot break and have to deal with.

When you drop your first MULE your SCV count is usually at 12 (if you're mining gas), so its not like the MULE gets a free node from the start. It matters.
Actually, MULEs and SCVs can mine from the same patch at the same time, so it does get a free patch as soon as you call it down.


So how the hell does your change actually work if you allow MULEs and SCVs to mine at the same time?
....MULEs and SCVs can currently mine from the same patch, my proposed change means this CANNOT occur, if you're worried about SCVs stealing patches from MULEs, It can't be THAT complicated for Blizzard to implement a mechanic that gives the MULE priority over the SCV in a conflict situation.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Prev 1 73 74 75 76 77 143 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
05:30
Best Games of SC
herO vs Rogue
GuMiho vs ShoWTimE
Clem vs herO
PiGStarcraft132
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft132
Nina 71
JuggernautJason55
Codebar 39
EmSc Tv 17
StarCraft: Brood War
actioN 300
White-Ra 194
ProTech174
Dewaltoss 112
910 96
Dota 2
syndereN244
PGG 183
LuMiX1
League of Legends
JimRising 514
Counter-Strike
Fnx 637
Heroes of the Storm
Grubby3111
Liquid`Hasu571
Other Games
gofns15335
Liquid`RaSZi1945
FrodaN1443
Beastyqt819
shahzam433
Mlord366
XaKoH 345
RotterdaM234
KnowMe202
mouzStarbuck177
Trikslyr30
PPMD18
Organizations
StarCraft 2
WardiTV604
Other Games
ComeBackTV 349
StarCraft 2
EmSc Tv 17
EmSc2Tv 17
[ Show 16 non-featured ]
StarCraft 2
• musti20045 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• 80smullet 23
• FirePhoenix13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3173
• Nemesis3141
• Scarra864
Other Games
• imaqtpie487
• Shiphtur437
Upcoming Events
OSC
56m
Replay Cast
1h 56m
Sparkling Tuna Cup
12h 56m
WardiTV Invitational
14h 56m
Epic.LAN
15h 56m
IPSL
18h 56m
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
20h 56m
OSC
1d 16h
Yamato Cup
1d 17h
IPSL
1d 19h
Artosis vs RiceHat
Kyrie vs Sony
[ Show More ]
Map Test Tournament
2 days
WardiTV Weekly
2 days
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
3 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-28
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 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.