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10-20-2011 , 01:56 PM
Stop pairing me with complete **** zergs 2v2 against TT and TP tyty
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10-20-2011 , 01:57 PM
Quote:
Originally Posted by blah-blah-blah
this is ******ed. think about the cost of a scan and how early you can have it then think about the cost of getting OL speed and how long it takes to get it.
And 4 marines shut down that OL before it sees anything.
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10-20-2011 , 02:02 PM
I mean if we are talking about seeing what a person sitting on 1 base is doing behind their walloff then obv scan is pretty good at that, but no one really plays like that anymore anyway so its not that great. In terms of its actual application in scouting in the mid game, scan is essentially worthless. It is way too expensive and has no guarantee of actually seeing the tech you are looking for. I use it to check for lair timing against Z, but that's about it.

Playing against good zerg players with creep/overlord spread is like playing against someone with ****ing map hacks. I literally cannot do anything outside the confines of my base without them knowing instantly. Lings are pretty good at holding xel naga towers too.
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10-20-2011 , 02:02 PM
Quote:
Originally Posted by blah-blah-blah
this is ******ed. think about the cost of a scan and how early you can have it then think about the cost of getting OL speed and how long it takes to get it.
by itself perhaps.
but a mule cannot do drops

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10-20-2011 , 02:04 PM
in fact. we can either scan to scout, or supply drop to increase our max supply

an overlord does BOTH! How in the **** is no one discussing how op that is!?!?!?!?!
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10-20-2011 , 02:05 PM
also, regarding all the bitching about MULEs, i think the entire orbital command is absurd. getting 3 sick abilities (MULE, scan, call down supply) for 1 upgrade that only costs minerals is pretty silly.
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10-20-2011 , 02:07 PM
Quote:
Originally Posted by blah-blah-blah
this is ******ed. think about the cost of a scan and how early you can have it then think about the cost of getting OL speed and how long it takes to get it.
Opportunity cost of a scan: 270 minerals that could have been a MULE. Happens in a defined area over a defined time frame. Occurs instantly.

Cost of OL speed: 100/100 & 60 seconds, allows possible scouting of much larger areas in mid/late game at much smaller risk with no additional costs for repetition other than increased risk. Add a 50/50 if you want a near uncatchable overseer.
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10-20-2011 , 02:07 PM
you can make like 14 workers at a time, stfu
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10-20-2011 , 02:09 PM
Quote:
Originally Posted by blah-blah-blah
also, regarding all the bitching about MULEs, i think the entire orbital command is absurd. getting 3 sick abilities (MULE, scan, call down supply) for 1 upgrade that only costs minerals is pretty silly.
more zerg bull****

what is the downside of getting a lair? none
what is the downside of getting a hive? none

what is the downside of getting a OC? HUGE! we lose our planetary fortress.
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10-20-2011 , 02:10 PM
^lol
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10-20-2011 , 02:11 PM
Quote:
Originally Posted by Thamel18
Opportunity cost of a scan: 270 minerals that could have been a MULE. Happens in a defined area over a defined time frame. Occurs instantly.

Cost of OL speed: 100/100 & 60 seconds, allows possible scouting of much larger areas in mid/late game at much smaller risk with no additional costs for repetition other than increased risk. Add a 50/50 if you want a near uncatchable overseer.
lair?
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10-20-2011 , 02:13 PM
Quote:
Originally Posted by Doc89
For each OC you have, assuming you mule perfectly, never scan or supply drop, the mule will be the equivalent of 6 mining SCVs. Then throw in the fact that it takes the same amount of time to build an OC as it takes to build 2 SCVs, and so the benefit drops to 4 SCVs per OC. Then factor in the portion of OC energy you are going to be using on scans, supply drops, mining time lost from not perfectly hitting every mule just as it finishes, etc, and the benefit drops to 2 or 3 SCVs per OC. So if you are a protoss player and you chrono boost something like 2 or 3 extra probes out per nexus, then congrats, you now know what it is like to have the awesome economic benefit of mules.
I disagree with a lot of this. Firstly, the mules dont affect saturation levels, additional probes or drones do. Which makes applying them straight across incorrect imo. Secondly, mules also don't affect supply, the addition probes do. Not as big of a deal early game but when you watch Puma go head to head with Idra for 20 mins on 22 scvs, its hilarious. Thirdly, Chrono speeds up the build time of a unit or upgrade, if you miss a pylon when hold off an attack you cant just call down a pylon to save your ass...you die. Same thing in regards to the detection of the scan. If a terran gets cloak and I dont have a robo I die. I don't see how you dispute that a scan is the best of all options. Obs are cloaked yes, but anyone whos decent at this game can spot one and scan and kill the paper weight. OLs can be denied easily as well.
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10-20-2011 , 02:15 PM
Quote:
Originally Posted by pwncakery
I think the idea I liked the best was cutting the cost of a mule down to 25 energy and cutting it's lifetime down by half. Doesn't change the effective mining rate. The catch is you add a cooldown to the cc that cast the mule. Whether it's the length of the mule's lifetime, length of time it takes to build say ~20 energy or something else.
Can someone tell me why this is a bad idea?
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10-20-2011 , 02:17 PM
Quote:
Originally Posted by pwncakery
Can someone tell me why this is a bad idea?
I think its a good idea.
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10-20-2011 , 02:17 PM
Stay on yo hatch tech all game. Want me to count the barracks as a cost for the OC then? The pool to get lair, the geysers to mine gas? It's a prereq just like lair for overlord speed/overseers. I have more to discuss by the way, this is only the tip of the iceberg.

Also, not a bad idea at all pwn.
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10-20-2011 , 02:21 PM
I mean all we are doing now is saying "different races are different".

I'm not saying OCs are bad. They aren't obviously. But so is chronoboost and warpgates. So is the ability to stock up on larva. It makes no sense to just point to one of these things in a vacuum and say it is OP.

I also don't agree with the notion that we need to add a cooldown to "punish" terrans more for missing their mules. It seems to me that if you look at the big picture (and not just one tiny mechanic in a vacuum) T is already the most APM intensive race in the game. Army control, managing addons, the need to use a wide variety of casters in every matchup, etc. Adding a cooldown to MULES will just exacerbate this even more.
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10-20-2011 , 02:30 PM
For kicks I googled most apm intensive race. I only looked at the first page's results, they were across the board with some saying each of the races was most apm intensive. Do you have some form of proof for your statement that terran is the most apm intensive?
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10-20-2011 , 02:36 PM
I thought stats showed that generally Zerg was the most APM-intensive race. That was a while ago though, when Terrans were still 1base a-moving.

Also, lol @ "wide variety of casters". You have two casters, and one of them hard counters the other two races so hard that you don't even need the other one.
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10-20-2011 , 02:37 PM
lol @ wide variety of casters in every matchup
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10-20-2011 , 02:57 PM
Quote:
Originally Posted by Doc89
you can make like 14 workers at a time, stfu
this is the end all be all reply to zerg whining imo
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10-20-2011 , 02:59 PM
zerg is the most apm intensive race at plat
T is the most apm intensive race at GM.

T is the most apm intensive because all their units are ranged, this makes micro apm super valuable at the highest levels.
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10-20-2011 , 03:26 PM
Quote:
Originally Posted by phillydilly
this is the end all be all reply to zerg whining imo
MULEs tho
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10-20-2011 , 03:31 PM
workers once at 14
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10-20-2011 , 03:33 PM
I am the #1 player on the NA server!

Spoiler:
2v2 silver yo
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10-20-2011 , 03:33 PM
ive never noticed this thamel person before the last 48 hours, but i think i can say with good confidence he is an angry man.

perhaps we can arrange some sort of prisoner exchange for chillypilly involving him!
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