Mules should be removed

and obviously compensated with something else.

yes yes i know “TERRAN CANT WIN WITHOUT MULES REMOVING IT WOULD BE TOO HUGE OF A NERF” and your probably right, but can you at least admit how dumb it is?

starcraft 2 is supposed to be a real time strategy and as such your opponent should be able to out harass you, and right now terran players and you know this is true press one key to mule hammer and coompensate all lost workers.

pvt is a death ball rock paper scissors match up and a big part of the reason for that is MULES.

when blizzard made the MULES not be able to harvest gas they said because they didnt want it to be a get out of jail free card recovering from game-ending harass, but it still is. if any other race loses all their workers you know what happens? they loose the game.

its just bad game design honestly.

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A mechanic existing since 2010 and been so compared to Z and P is NOW, 10 years later a problem? You are deluded to look for problems there

It’s a troll post he even committed to the loose part as well.

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Hey, when you harass Terran, have you ever thought about like, not going for workers? You could kill addons, and production structures.

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We could swap mules for the new Command Center ability called: THE CLONES

It would stack up to 3 clones which all could be turned into SCV also it could be injected with the gorilla growth hormones (25 or 50 energy cost) for 4 extra clones per injection. The training process would be similiar to zerg larvas. So wait a while and then all the clones pops out and are ready to work!

Nah, mules should stay, but they should not be free. They should cost minerals and be a normal unit that should it die would cost minerals and production time to replace.

When a terran losses a base then flies out a new one and drops 100 mules free they’d instead have to produce them 1 at a time and each one would cost 100-150 minerals to replace.

It would effectively delete the mule hammer as well as free workers and all while having no impact on the early/mid game terran economies.

Killing workers early still hurts. As the game gets later though, particularly when you have multiple OCs that you have been building for a late game transition, then yeah, mules are dumb. But at that point, you should be going for add-on structures, production structures etc. Those are the things that cripple a terran, or severely slow them down.

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Then they would overlap with SCV even more.

When I made this post I wasn’t really hoping for much more than getting a giggle out of it, but that is some quite constructive advice and actually very much appreciated and I’m sure helpful for many people. I stand humbled.

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Glad that the comment helps.

If I’m honest though, the opening post came across as a bit whiny and rage-y. I couldn’t tell that it was supposed to make people laugh, but then again, humour can be hard to convey through text, so I can’t fault you for trying!

Sure. Fly my oracles in there, ignore the workers and instead target down a mass repaired 400hp add-on that’s not researching anything. That’s effective harassment.

The only thing to do in harassment is kill workers and kill/shave down vital parts of the army at least early because early units don’t do enough dps to really stop buildings going up.

Depends. It might be, depending on the stage of the game. Early on, sure you are better off going for workers. Later though… At this point you’re spending energy where they are spending money. If you dont kill the add on, you have lost nothing while they have lost both mining time and money to repair.

If you do kill the add on, you’re inhibiting production or units that can be built from that production structure. Killing a reactor directly results in less marine production, or widow mines/hellions, or vikings and medivacs. Killing a tech lab directly results in less marauders and ghosts, tanks and thors, banshees, ravens and BCs that are able to be produced.

Take damage where you can get it, even if its just a little bit. Every bit helps.

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To be fair, the op is suggesting that another macro mechanic replace it, which would be fine assuming the new macro mechanic is sufficiently tested+adjusted and any units that require adjustments afterwards receive those adjustments.

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Broodlords were the same for 10 years and suddenly they became a problem. I say we nerf mules now.

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If creep spread and queens can be nerfed I cant see the logic in defending the mule hammer - something which has been a meme for YEARS

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Imagine having the only racial ability that hasnt been nerfed for 10 years. And then state ‘it was okay for 10 years’.

Pure bias.

If you want to be on equal bases as the protoss and complain how protoss is a base ahead. Make sure to level the playing field then. By removing this unit.

And i dont want to hear how SCV building buildings take up mining time. Because guess what, your units are already cheaper and more cost efficient.

I also dont want to hear chronoboost, because protoss doing an actuall build isnt capable of chronoboosting workers at all.

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I just copied and pasted a very similar thread and changed like 5 words. I was hoping that somebody also would continue the trend and make one last of these about creep spread or whatever. The bad punctuation, spelling and the likes comes directly copied, I wanted to preserve as much as possible from the “soul” of that thread. Basically I changed “recall” for MULES and then maybe changed minimally some words so that the context would make sense, but that’s pretty much it.

My personal opinion on balance matters (if it is of any interest) is that, for the love of god, the patch just hit, give it some time. I’m struggling against mech, but I’m 99% sure if I get any good at not suiciding my vipers I’ll be able to deal with it. And thats pretty much it, give the game some time.

I agree that mules should be removed I mean why not. I also believe that chrono boost and queen injects should be removed as well or the amount of larva reduced.

Hah, thats a fair cop. I missed that thread, so this was the first I saw of it.

Well played sir, you got me!

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Mules were not nerfed as much as Chronoboost or Inject, but they were still nerfed by 16.6667% (25 minerals per trip instead of 30 minerals per trip, everything else remaining equal).

Mules were probably nerfed less because of the up-front investment. Terran is the only faction that has to cut worker production for 2 cycles in order to buy their macro mechanic; so Mules need to make up for that gap relatively quickly.

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