Ever noticed how Zergs only emphasizing their spawning mechanic, and never their spending mechanic?
youtu.be/N8T3WjUbiUk?t=529
So make Zerg have to cycle through 4 different production structures…
Ever noticed how Zergs only emphasizing their spawning mechanic, and never their spending mechanic?
youtu.be/N8T3WjUbiUk?t=529
So make Zerg have to cycle through 4 different production structures…
Because when comparing to Terran, they’re pretty much synonymous, at least in terms of attention from the player. Terran has to look back at their base to MULE, Zerg has to look back at their base to inject. Neither has to look back at their base to produce units unless new structures or creep need to be added.
We have to look back at our base to make depots and we have to hit 4 different hot keys in order to produce units.
No, it helps with normal production.
This happens all the time. The Terran loses a bunch of SCVs and responds by spamming mules and marines and is still in a fine spot in the game.
Yes but that’s not the point. Missing an inject is something you don’t recover from AT ALL while mule spam helps you recover big time.
Go ahead. Hot key + tab isn’t difficult.
Yeah, and Zergs have creep. But I’m talking about how you recover from falling behind on the main macro mechanic.
queuing unit in right time without losing time + swap addon + have different building for each unit is the most harder macro in this game. Beside you have zerg : stack inject, dont care about queuing macro because larva don’t disappear and just need a + click army to win.
Complete nonsense. A hatchery’s natural larva can never exceed 3 larva. If the Zerg isn’t spending their larva, there is larva essentially disappearing.
3000 apm no scope perfect splits
No particular advantage? Denying your opponent resources.
Fast mining out of a base you might lose in the near future.
And how many times have we seen a terran lose most their eco and win anyway 5 to 10 minutes later because they could mule hammer and keep chugging along?
On topic tge only time I have a provlem with the mule is in the super late game.
We frequently hear from terran that mules make up for having to build buildings and that slows their eco down, and slower time ramping up worker production.
In the super late game neither of those apply.
ok terran has a lot of macro challenges compared to a non rts game
im comparing terran to protoss and zerg
We really can’t spend the stacked minerals anyway. We dont have the ability to make 18 BCs from 3 commond centers.
Waht???
1 Characters remaining
You already have production facilities ready to go. And you can dump minerals into CCs and barracks. The extra income is very useful.
Sure, but gas exists, unless youre going for some bizarre marine-hellbat push. Having 40 barracks when you can only support 6 marauder production is not exactly helpful.
Marines are the best all around unit in the game. Combining that with mule spam is insanely strong.
?? Each hatchery can have a max of 19 larvas.
don’t talk about difficulty, you are diamond, thx bro.
Every little thing for you is hard even with the most OP race you are only diamond.
Mass marine is a solved problem. Nobody loses to mass marine unless theyre getting horribly outplayed in some other way.
yes zerg should be made even more easy relative to the other races i agree.