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Thread: Balance Imbalance Changes

  1. #51
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    Default Re: Balance Imbalance Changes

    Quote Originally Posted by Nicol Bolas View Post
    Yes, but if your macro is slipping (which is why you wouldn't constantly spam them to begin with), then you can recover from your mistakes. You can't with Spawn Larva.

    Imagine if a player delays their Spawn Larva and MULEs by just 5 seconds. That is, they cast the spell 5 seconds after they have the energy/available Hatchery. For the Terran, they effectively get a single 5 second delay over the course of their play; the time only gets factored in once. For the Zerg, every SL cycle incurs a cumulative time penalty.
    I think that you're misinterpreting what I said . I'm not disagreeing with anything you said here, I just wanted to point out that saving MULEs vs constant use of them isn't completely without a drawback .
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  2. #52

    Default Re: Balance Imbalance Changes

    Quote Originally Posted by Nicol Bolas View Post
    While true, there's also no downside to saving MULES. That's the main problem: Spawn Larva is the most unforgiving. Every second you're not using it is a second of larva production forever lost.
    Unless you donīt use the larvae the second they land. Then you just block the natural Hatcheryproduction of Larvae.

    Also missing Production capacity from Terran and Protoss Production buildings is also forvever lost. There is also a much higher concern about having the WRONG production infrastructure with Terran and Protoss a concern Zerg canīt ever have.

    Macro mechanics are not merely the new abilities in SC2 that let you get more minerals but the whole process from the resourcegathering to having the right units at the right time in the right place.

  3. #53
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    Default Re: Balance Imbalance Changes

    Quote Originally Posted by Woland View Post
    I think the general consensus is that Zerg is the weakest race.
    I don't think it's the weakest, as an additional hatchery will help significantly even those who might not have the apm to maintain the level of production.

  4. #54

    Default Re: Balance Imbalance Changes

    Unless you donīt use the larvae the second they land. Then you just block the natural Hatcheryproduction of Larvae.
    Except that Spawn Larva makes more larva per unit time than the natural Hatchery's production. So even if you can't use the Larva yet, you're still better off casting SL as often as possible.

    Also missing Production capacity from Terran and Protoss Production buildings is also forvever lost. There is also a much higher concern about having the WRONG production infrastructure with Terran and Protoss a concern Zerg canīt ever have.
    Which is no different from SC1. Spawn Larva is new. All you're saying is that macro for Terrans/Protoss is just as easy as SC1, while it has gotten harder for the Zerg.
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  5. #55

    Default Re: Balance Imbalance Changes

    Quote Originally Posted by Nicol Bolas View Post
    \Which is no different from SC1. Spawn Larva is new. All you're saying is that macro for Terrans/Protoss is just as easy as SC1, while it has gotten harder for the Zerg.

    The fact that a zerg player has to work harder to be on par with another race means imbalance.
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  6. #56

    Default Re: Balance Imbalance Changes

    If anything, Mothership should have the Structure tag.
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  7. #57
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    Jul 2010
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    Default Re: Balance Imbalance Changes

    They should add a cooldown to the mule. Its length should be determined by more skilled people than me. That way you cant just spam mule if you forget it takes time and much more attention.
    There is a reason to save up mules. As a terran player when I take a gold I usually save up mules because they're more useful on the gold. its situational but true

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