05-08-2009, 05:48 PM
#21
05-08-2009, 05:52 PM
#22
Of course how much you use it is up to you. In the sense that if you don't use it as much as the other guy, its equated to not building as many SCV's as he does, ie. his economy will be bigger and stronger than yours. Meaning that unless you have much superior micro, you'll be losing.
No one decides to lose.
That has nothing to do with it. Having 10,000 minerals saved up and unused is better than have none. Period.
Sry, I misread. Pros will keep one, MAYBE two emergency sweep(s) and all other energy will go to MULES.
05-08-2009, 05:53 PM
#23
Double Post, plz delete.
05-08-2009, 05:55 PM
#24
So having 10,000 extra minerals saved up means you are winning the game? lol.. Sorry DS, but you will not need to use the mule in order to win, you will just have to take an advantage in micro battles, scouting, or map control. You can certainly over come a macro advantage, as pro players do it every day on starcraft.
05-08-2009, 05:56 PM
#25
Demolition Squid got a point...
its best to have more than needed than being limited.
but this doesnt disclaims the other tactics such as micro and scouting
Last edited by The_Blade; 05-08-2009 at 05:59 PM.
05-08-2009, 06:04 PM
#26
That is NOT what I said.
A good player will use every mineral he has. A good player will have A LOT of minerals. A player who can afford to horde 10,000 minerals is probably going win. Having 10,000 extra minerals laying around for emergencies is a good thing. Its also 10,000 minerals your opponent didn't get to mine. Everyone will use MULES. They will HAVE to to compete. As you yourself have said, income rate > all. MULES increase income rate.
And I'm done.
05-08-2009, 06:09 PM
#27
The point you are missing is, you are assuming that you wont be able to gather more minerals then you can spend using normal gathering. I believe this is still the case, and therefore you will not need to use the mules all the time.
The mule is specifically for when you don't have enough income coming in to support your output of Buildings, units, and upgrades. At some point, if you are still expanding as normal, and especially if you are at high yield locations, you are going to have more resources than you need coming in, and it will be a waste of time for you to continue to build mules. You can deny it all you want, but that doesn't make what you say true.
05-08-2009, 06:11 PM
#28
05-08-2009, 06:12 PM
#29
Which makes me think, do we still have to split the workers at the start? Probably not.
btw I'm _X_, my old account here was sandwich_bird so I decided to keep it.
05-08-2009, 06:16 PM
#30
Nope, it autosplits now. Some people suggested making the first mineral from the first worker not count or count less to encourage some form of activity at the start to warm up because a lot of people will miss splitting workers. It was something that was truly hard to perfect and do consistently.Which makes me think, do we still have to split the workers at the start? Probably not.