I have another questions about Mules and Orbital Command. How much Mules does the ability summon at once and do they take some supply? And could two or more Mules mine from the same mineral patch? I'm asking because I was thinking if building another OC just for Mules (so you will have two in one expo) could be viable. It's rather big innitial investement (though not much bigger than 2 dark pylons 200 minerals each), but it could pay off in the long run, especially on yellow minerals...or not?
[SC2] Reunderstanding the game - Page 3
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L0thar
987 Posts
I have another questions about Mules and Orbital Command. How much Mules does the ability summon at once and do they take some supply? And could two or more Mules mine from the same mineral patch? I'm asking because I was thinking if building another OC just for Mules (so you will have two in one expo) could be viable. It's rather big innitial investement (though not much bigger than 2 dark pylons 200 minerals each), but it could pay off in the long run, especially on yellow minerals...or not? | ||
calvinL
Canada416 Posts
On June 30 2009 07:17 ManWithCheese wrote: About tanks I think its a very good change to not make tanks "needed". As far as im concerned tanks are the worst unit in starcraft because of how they drastically change game play for the worse and im happy to see this is not the same for starcraft 2. Tanks is what identifies Terran to me, hell even for Starcraft. Hopefully they'll be buffed enough eventually to be useful. Btw I love TvT (that aren't drawn out and end with BCs). | ||
Archaic
United States4024 Posts
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zatic
Zurich15306 Posts
On June 30 2009 07:41 adelarge wrote: Thanks zatic, for this article and for the answers in the other thread too! I have another questions about Mules and Orbital Command. How much Mules does the ability summon at once and do they take some supply? And could two or more Mules mine from the same mineral patch? I'm asking because I was thinking if building another OC just for Mules (so you will have two in one expo) could be viable. It's rather big innitial investement (though not much bigger than 2 dark pylons 200 minerals each), but it could pay off in the long run, especially on yellow minerals...or not? I doubt it's worth spending 400 on a CC and 50/50 (?) on the comsat. But, you can call down the mules anywhere, so it makes sense to call down all mules to the high yield minerals. You get 1 per CC so there shouldn't even be a situation where a mineral line is saturated with mules. But I thing they can mine regardless of whether an SCV or another mule is already mining. | ||
Luddite
United States2315 Posts
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FabledIntegral
United States9232 Posts
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Zzoram
Canada7115 Posts
On June 30 2009 07:07 Osmoses wrote: I'd be fine with you continuing your writing endlessly. Very, very fun read. Edit: I'd love for zerglings to be upgradeable to banelings early game and to scourge late game, which is actually how I felt it should have worked in sc1. That would at least make the Zergling wings not look stupid. Imagine if winged Zerglings could jump up and suicide into air units? | ||
Luddite
United States2315 Posts
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s.a.y
Croatia3840 Posts
where they saying anything about bringing back scourge or carrier? | ||
Zzoram
Canada7115 Posts
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invy
Bosnia-Herzegovina41 Posts
Or for change make hidras useful vs marines... | ||
L0thar
987 Posts
On June 30 2009 07:50 zatic wrote: I doubt it's worth spending 400 on a CC and 50/50 (?) on the comsat. But, you can call down the mules anywhere, so it makes sense to call down all mules to the high yield minerals. You get 1 per CC so there shouldn't even be a situation where a mineral line is saturated with mules. But I thing they can mine regardless of whether an SCV or another mule is already mining. Yeah, I forget you could call them anywhere, that's even better. I was just thinking if the constant calling down could make up for the initial cost somewhat. Like you have one CC in your main, second in expansion and than build third in your base just for Mule purposes (well, the scanning ability is always good to have too)...it could be later used for taking third expansison. The Dark Pylon is somewhat capped with it's effectiveness if two per expo are just enough to keep your probes mining more. However there doesn't seem to be such cap for Mules. But I guess the initial investement would really be just too much to make this viable...we'll see in beta anyway. | ||
nicoaldo
Argentina939 Posts
On June 30 2009 08:18 invy wrote: Its simple. zerg need Dark Swarm spell, and in the right time. Todays ZvT without Dark Swarm is instant loss late game. Thinking of it, Zerg strategies vs Terran are evolved around survive-delay-defend-turtle-whatever untils dark swarm comes out. No DS == imbalance that we see in sc2. Or for change make hidras useful vs marines... The upgraded queen can cast a "Bladeswarm"which is about as big as a dark swarm, controlable and deals damage. not sure if it also works as a dark swarm, can somebody clarify? | ||
Raithed
China7078 Posts
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Teejing
Germany1360 Posts
i am still concerned there will be only 1 good zerg bo, because queen is like a hatch + zergling for just 150min. | ||
aqui
Germany1023 Posts
On June 30 2009 08:16 s.a.y wrote: did you find any room for mothership in the build? where they saying anything about bringing back scourge or carrier? carriers are not out. mothership could perhabs be used in a stalemate in a long lasting pvt. | ||
aqui
Germany1023 Posts
On June 30 2009 08:24 nicoaldo wrote: not sure if it also works as a dark swarm, can somebody clarify? im not sure but for one the queen is only viable on creep ( too slow without) and for another im not sure whether it can be casted in absence of a hatch nearby, i did not try it but someone mentioned something like that. makes sense that it has a hatch cooldown though, casting several of them at the same time would rape to much. | ||
Jayme
United States5866 Posts
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Bosu
United States3247 Posts
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VIB
Brazil3567 Posts
On June 30 2009 05:13 zatic wrote: So there is zero need for more than ONE queen for macro?Zerg has the queen. The queen can be built with pool tech (but interestingly does not require larvae to be built), costs 150 minerals and is a combined range attacker and spell caster. It can "Inject" extra larvae into a hatchery. About 30 seconds later, three extra larvae spawn at once, and you can immediately inject again, no cool down or energy required here. Normal larvae spawning continues even if the three additional are there. | ||
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