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The Power of the Mule.

Forum Index > SC2 General
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Westy
Profile Blog Joined April 2010
England808 Posts
Last Edited: 2010-09-16 08:07:04
September 16 2010 08:05 GMT
#1
I saw a thread a few days about nerfing the mule, which i did not take notice of because i thought the mule did not influence the early/mid game that much. A short boost of minerals that in the long game only ends up with your main/natural being mined out faster. The only thing that i felt the mule managed to do that really influenced that game would be in a late game situation where the terran can cast a handful of mules on a new set up expansion and have his income shoot up by 2/3k a minute.

However, i was watching a replay between HuK and MorroW, and saw something that made me realize just how powerful the mule actually is.

[image loading]


HuK had pushed forward and manage to kill MorroWs army, so he was forced to pull his scv's to kill the remaining collosus and stalkers. HuK killed a considerable amount of scv's before losing all his units, and changed the worker count to considerably in HuK's favour. Now without the Mule this would of been GG for MorroW. Yet even though HuK had delivered what i would call a killing blow, MorroW not only managed to hang in there, he managed to exceed HuKs income with less than a half of the worker count!

Now this isnt a "Omg thats so OP" thread, i am doing fairly well in my PvT's so i don't really think much about it, however i just wanted to see what people think about it. This is a "discussion board" so lets
/Discuss
TheWoodLeagueAllstar
Profile Blog Joined May 2010
United Kingdom617 Posts
September 16 2010 08:08 GMT
#2
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.
Bunker rushing is the way to a mans heart <3
MrBitter
Profile Joined January 2008
United States2940 Posts
September 16 2010 08:09 GMT
#3
o.O

Picture says it all. Wow. I knew they were good, but I didn't know they were that good...
Mentymion
Profile Joined July 2010
Germany259 Posts
September 16 2010 08:09 GMT
#4
/Discuss ? We all already now that Mules are overpowered...there is nothing to discuss. Dimaga lost a whole match cuz of these freaking machines.
Rebornx3
Profile Joined April 2010
Canada200 Posts
September 16 2010 08:09 GMT
#5
I can't believe a few mules were better than about 35 workers.. >_>
All our dreams can come true, if we have the courage to pursue them.
klauz619
Profile Joined July 2010
453 Posts
September 16 2010 08:14 GMT
#6
Mules are worth like 5-7 workers, not sure exactly.

So yeah a couple of em are better, as long as they don't die.
KillerPlague
Profile Joined June 2010
United States1386 Posts
September 16 2010 08:16 GMT
#7
lol awesome screen shot! hopefully huk won that game because those mules dont last forever..
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Ruthless
Profile Joined August 2008
United States492 Posts
September 16 2010 08:17 GMT
#8
yea not to sure why finishing your orbital is worth 5-7 workers but meh
Kurau
Profile Joined August 2010
United States16 Posts
September 16 2010 08:17 GMT
#9
30 per trip for normals and 42 per on golds.. I don't think they should be removed, but for the energy cost I think the spell is way too strong. Probably the most powerful spell in the entire game. Of course I'm biased, because I don't play Terran and get mad when my mutas work the supply line over and m/m keep flooding out. So take it with a grain of salt.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 16 2010 08:18 GMT
#10
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.


SC2 was in beta for five months...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
attackfighter
Profile Joined November 2009
Canada308 Posts
September 16 2010 08:18 GMT
#11
It only mines minerals faster, so while it's powerful it's not going to give the Terran an edge where it counts most - gas. Gas heavy units like collusus, high templar, tanks, ghosts, medivacs and vikings are just so pivotal in TvT, it really overshadows the extra marines/marauders that the mule will get you.

Mules can be super duper good in some situations though; like you noted, they let you maintain a decent income after losing lots of workers, and another major benefit is in the early game when mineral only units are a lot stronger (their counters aren't teched to yet).
ALPINA
Profile Joined May 2010
3791 Posts
September 16 2010 08:21 GMT
#12
Imagine this screenshot if he would be on gold minerals^^

There should be a limit to 1 mule per command center can be casted and not more.

You should never underestimate the predictability of stupidity
Demand2k
Profile Blog Joined November 2009
Norway875 Posts
Last Edited: 2010-09-16 08:22:54
September 16 2010 08:22 GMT
#13
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.
Sueco
Profile Joined September 2009
Sweden283 Posts
Last Edited: 2010-09-16 08:23:23
September 16 2010 08:22 GMT
#14
I REALLY dislike the MULE. Its brute, uninspired, and a cause for all kinds of bullshit T comebacks, like that one.

Logic tells us that if terrans are supposed to get a baseline higher income per saturated mining base, you'd need to make terran units less cost-effective than other units to balance it out. Funnily, T units are among the most cost-effective in the game.

The MULE is somehow involved in the current game balance mess. I for one would like to see it redesigned.

inF.PrO
Profile Joined September 2010
Italy3 Posts
September 16 2010 08:23 GMT
#15
lol chroono boost is rly better -.- u can make 2 probe while i make 1 scv and the probe are 4ever -.-
klauz619
Profile Joined July 2010
453 Posts
September 16 2010 08:23 GMT
#16
They don't magically pop up minerals and just make you mine out faster, it's just 300 minerals sped up to you.

Extra supplies on the other hand.

100 free minerals, 50-70 minerals in opportunity cost(travel/building).
kyarisan
Profile Joined May 2010
United States347 Posts
September 16 2010 08:24 GMT
#17
Why can't the orbital command just be... free... but then the mule gives less return?
UisTehSux
Profile Blog Joined June 2009
United States693 Posts
September 16 2010 08:25 GMT
#18
I don't really see anything we can do about the mule.

Would removing it effect early/mid game with TvX?
I underestimated that boy. No... it was not the boy I underestimated, it was the Triforce of Courage.
ALPINA
Profile Joined May 2010
3791 Posts
September 16 2010 08:26 GMT
#19
On September 16 2010 17:23 klauz619 wrote:
They don't magically pop up minerals and just make you mine out faster, it's just 300 minerals sped up to you.


That's what all is about, if they give you minerals faster then you are at advantage.

If you had no mule at that time you had no ~270 minerals at THAT certain time.
You should never underestimate the predictability of stupidity
LittLeD
Profile Joined May 2010
Sweden7973 Posts
September 16 2010 08:27 GMT
#20
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.


You can also forget to Chrono boost or inject larva during/right before a fight, but that will hurt you in the long run, which forgetting about mules wont.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
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