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On January 25 2011 21:10 Lurk wrote:Show nested quote +On January 25 2011 19:41 TheGiftedApe wrote:But NO MATTER WHAT, it will never make up for the fact that Mules are better than CB economy-wise. And really mules should not be compared to chonro boosted probes.(especially since zerg should be apart of the equation.) Before you make such a statement, you should actually proof it. I don't care if you do it by accurate theorycrafting (which is almost impossible given the factors to consider) or by empirical testing. I have done the latter and i arrived at the conclusion that neither mules nor cb are giving an economical advantage but rather that they are about equal. So please, feel free to prove me wrong. Play a TvP game where neither player cuts workers orkills the other players workers and play standard builds. Also make they expo at the same time. Then look at the income.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158661
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On January 25 2011 21:18 dolpiff wrote: sorry didnt read last 2 pages as i'm at work atm, so if it hasn't been posted yet;
didn't OP forgot about the cost to transform command center into OC? and also the time it takes, during which you can't build any scv?
to that you also need to add the time off mining for scvs when building vs probes.. i think all in all T & P eco bonii offset each other
Yes, I did indeed forget anout the scv's not mining while they build stuff. And to me its obvious that something basic as income will be the same for each race. In that I have perfect trust in Blizzard. The post is more about inshight in how its approximantly the same, so that one watches a replay he has a little more insight knowledge in the Mule vs CB.
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Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take).
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On January 25 2011 23:07 0mar wrote: Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take).
I wonder who told you this. updrages take for both Terran and Protoss the same time (1: 160, 2: 190, 3: 220). Given the fact that Terran usually has more production structures than Protoss, I would say that Terran makes units slower than Protoss does, at least cost wise they do.
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This comparison is quite useless.
You can't disect one part of the two completely races and compare them saying which is better so easily. At least not with a meaningfull result as even though one might seem better it won't say anything about the matchup since there are so many other factors.
Disregarding this and comparing the 2 in a sense, ie. which would i rather have, then i would definately have to say mules.
Chronoboost can indeed come out even with the first OC constantly Muling as you can have 4 probes more then terran by the time OC finishes. You will run into saturation very quickly though making those extra 4 probes much less efficient UNLESS you expand. Terran however doesn't care with his mules for expanding, he can use them whenever he wants. This gives an inherent advantage in the fact that 1 base vs 1 base games are always in favor of terran economy wise. A terran base with a OC and 22 scv's (16 minerals 6 gas) will mine way more then a 30 probe protoss base. Mules can also freely be used everywhere making it easier to balance out gather rates, ie your first base will mine out slower because you can mule at your natural. Gold is also much better with mules.
Chronoboost favors a strategy with fast expanding and heavy gas usage (to not be saturated so much) whereas MULE's are great regardless of strat.
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Ok, first of all if u say 4 probes per orbital you must put half of pylon also, which is 50 more minerals. so 150vs 250 minerals.. 100 more for protoss. And i don`t think the ppl on the stream are complaining about how OP is mulle in the start of the game, because as u posted up here.. it is not. But mulle is very strong on mid (gold base) - late games and you know that. You cannot compare mulles with chronoboost at all, when you talk about economy. Chrono is good formaking units and upgrades faster but not so good for economy advantage. There is no big imbalance in sc2, terran is a bit ahead but not so much. And btw for chrono you also have reactor, which is again really nice to have during all the game.
I guess because of marauders for a toss is as hard to beat a terran like for a zerg to beat a protoss, but this is other topic, but anyway, not imposible to beat. I guess terran doesn't have any hard matchups but this because the game is new, even without any further changes the game will balance itself. Peace
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Hm. If you can drop 6 MULEs on a gold expo that means that you didnt use them previously and thus was behind. I can also guarantee that you dont have a) the production buildings or b) the gas to quickly turn that gold into useful units. The slight advantage is that you will have extra minerals in the bank for a while, and can worry about other more urgent matters...
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On January 26 2011 00:22 jarod wrote: Ok, first of all if u say 4 probes per orbital you must put half of pylon also, which is 50 more minerals. so 150vs 250 minerals.. 100 more for protoss. And i don`t think the ppl on the stream are complaining about how OP is mulle in the start of the game, because as u posted up here.. it is not. But mulle is very strong on mid (gold base) - late games and you know that. You cannot compare mulles with chronoboost at all, when you talk about economy. Chrono is good formaking units and upgrades faster but not so good for economy advantage. There is no big imbalance in sc2, terran is a bit ahead but not so much. And btw for chrono you also have reactor, which is again really nice to have during all the game.
I guess because of marauders for a toss is as hard to beat a terran like for a zerg to beat a protoss, but this is other topic, but anyway, not imposible to beat. I guess terran doesn't have any hard matchups but this because the game is new, even without any further changes the game will balance itself. Peace
That's just a bad argument an dit will lead nowhere.
If we're going to play it like that, I could say that Barracks is a prerequisite to morph an Orbital Command and the Supply Depot is a prerequisite for the Barracks. So an OC ACTUALLY costs 150 + 250 = 400 minerals. Not to mention the lost mining time for SCV's building those structures AND the loss of 2.1 SCV's while morphing the OC.
Arguing like that is just silly and proves nothing.
Claiming that "Terran doesn't really have any hard matchups" kinda shows how objective you are.
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On January 24 2011 22:04 Deckkie wrote:Protoss can Chronoboost every 25 energy. Every Chronoboost gives 50% time reduction for 20 seconds. A probe takes 17 seconds to build. So with one Chronoboost a Protoss can make 2 harvesters. Giving them a lead of 1 harvester comapred to the Terran player. This means that Protoss needs to spend 4 times 25 energy (100 energy) on Chronoboosting his harvesters. edit: Show nested quote +On January 24 2011 23:17 freetgy wrote: Chronoboost makes buildtime faster by 50% not 100% so the buildtime is not cut in half but 2/3 (if you constantly chronoboost)
so 1 Chronoboost on probes gives you a buildtime reduction of 10s meaning if you build 2 Probes: which usually take 2*17=34s it know takes 24s, so the advantage is 10s more mining time by each chronoboost. (taking into account if both players build constant workers)
It takes ~40 seconds to gain the energy for chronoboost (working off of queen energy regen rate 0.625 energy/sec). First probe arrives 5.666 sec earlier. Second probe arrives [5.666 + 4.333] sec earlier. Every future probe will also arrive [5.666 + 4.333] seconds earlier until the next chrono boost where the third CB probe arrives [5.666 + 4.333 + 0.333] sec earlier with the fourth arriving [5.666 + 4.333 + 0.333 + 5.666] sec earlier. You can't just say, "the advantage is 10s more mining time," because the advantage is cumulative per probe.
Time 0:40, begin CB and probe. CB Probe #1: spawns at 0:51, +5.666 sec mining time CB Probe #2: spawns at 1:04, +10.00 sec mining time Time 1:20, begin 2nd CB. CB Probe #3: spawns at 1:21, +10.33 sec mining time CB Probe #4: spawns at 1:32, +16.00 sec mining time CB Probe #5: spawns at 1:45, +20.00 sec mining time Time 2:00, begin 3rd CB. CB Probe #6: spawns at 2:01, +20.66 sec mining time CB Probe #7: spawns at 2:13, +26.33 sec mining time CB Probe #8: spawns at 2:26, +30.00 sec mining time
Assuming a mining rate of 1 (actual value ~0.95 min/sec with 2 per patch), the probes listed here will generate roughly 130 extra minerals. If at this point you stop CB'ing probes, all future probes from this nexus (assuming constant production) will still have a bonus 30 seconds of mining time.
The mule ability generates minerals at a rate of ~270 minerals per 80 seconds or 3.375 min/sec. With 3 CB's, the probes gain extra mining time which equates to 130 minerals for the first 176 seconds and 30 minerals per ~13.5 seconds. This works out to be roughly 3.2 min/sec. With 4 probe CB's the rate becomes ~4 min/sec.
CB starts earlier, has a higher income potential off 1 nexus/OC, but once you stop constant probe production / reach saturation the OC takes the lead because it's income is not dependent on the number of mineral patches available. In the end game, the mule is better for income, but the CB is better for everything else.
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On January 25 2011 23:46 Deckkie wrote:Show nested quote +On January 25 2011 23:07 0mar wrote: Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take). I wonder who told you this. updrages take for both Terran and Protoss the same time (1: 160, 2: 190, 3: 220). Given the fact that Terran usually has more production structures than Protoss, I would say that Terran makes units slower than Protoss does, at least cost wise they do.
Talking more about stim/conc/combat shields, which come significantly faster than any other Protoss upgrades due to being cheap (250/250 for the entire set) and available much earlier.
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On January 26 2011 01:00 Saechiis wrote:Show nested quote +On January 26 2011 00:22 jarod wrote: Ok, first of all if u say 4 probes per orbital you must put half of pylon also, which is 50 more minerals. so 150vs 250 minerals.. 100 more for protoss. And i don`t think the ppl on the stream are complaining about how OP is mulle in the start of the game, because as u posted up here.. it is not. But mulle is very strong on mid (gold base) - late games and you know that. You cannot compare mulles with chronoboost at all, when you talk about economy. Chrono is good formaking units and upgrades faster but not so good for economy advantage. There is no big imbalance in sc2, terran is a bit ahead but not so much. And btw for chrono you also have reactor, which is again really nice to have during all the game.
I guess because of marauders for a toss is as hard to beat a terran like for a zerg to beat a protoss, but this is other topic, but anyway, not imposible to beat. I guess terran doesn't have any hard matchups but this because the game is new, even without any further changes the game will balance itself. Peace That's just a bad argument an dit will lead nowhere. If we're going to play it like that, I could say that Barracks is a prerequisite to morph an Orbital Command and the Supply Depot is a prerequisite for the Barracks. So an OC ACTUALLY costs 150 + 250 = 400 minerals. Not to mention the lost mining time for SCV's building those structures AND the loss of 2.1 SCV's while morphing the OC. Arguing like that is just silly and proves nothing. Claiming that "Terran doesn't really have any hard matchups" kinda shows how objective you are.
You're going to build a barracks and supply depot no matter what. So that point is moot. However, for 4 probes you absolutely need half a pylon because without a pylon, you'll be blocked from further production. That pylon is a necessary cost no matter how you look at it. For mules, supply concerns don't exist.
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On January 26 2011 01:30 0mar wrote:Show nested quote +On January 25 2011 23:46 Deckkie wrote:On January 25 2011 23:07 0mar wrote: Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take). I wonder who told you this. updrages take for both Terran and Protoss the same time (1: 160, 2: 190, 3: 220). Given the fact that Terran usually has more production structures than Protoss, I would say that Terran makes units slower than Protoss does, at least cost wise they do. Talking more about stim/conc/combat shields, which come significantly faster than any other Protoss upgrades due to being cheap (250/250 for the entire set) and available much earlier.
On January 26 2011 01:31 0mar wrote:Show nested quote +On January 26 2011 01:00 Saechiis wrote:On January 26 2011 00:22 jarod wrote: Ok, first of all if u say 4 probes per orbital you must put half of pylon also, which is 50 more minerals. so 150vs 250 minerals.. 100 more for protoss. And i don`t think the ppl on the stream are complaining about how OP is mulle in the start of the game, because as u posted up here.. it is not. But mulle is very strong on mid (gold base) - late games and you know that. You cannot compare mulles with chronoboost at all, when you talk about economy. Chrono is good formaking units and upgrades faster but not so good for economy advantage. There is no big imbalance in sc2, terran is a bit ahead but not so much. And btw for chrono you also have reactor, which is again really nice to have during all the game.
I guess because of marauders for a toss is as hard to beat a terran like for a zerg to beat a protoss, but this is other topic, but anyway, not imposible to beat. I guess terran doesn't have any hard matchups but this because the game is new, even without any further changes the game will balance itself. Peace That's just a bad argument an dit will lead nowhere. If we're going to play it like that, I could say that Barracks is a prerequisite to morph an Orbital Command and the Supply Depot is a prerequisite for the Barracks. So an OC ACTUALLY costs 150 + 250 = 400 minerals. Not to mention the lost mining time for SCV's building those structures AND the loss of 2.1 SCV's while morphing the OC. Arguing like that is just silly and proves nothing. Claiming that "Terran doesn't really have any hard matchups" kinda shows how objective you are. You're going to build a barracks and supply depot no matter what. So that point is moot. However, for 4 probes you absolutely need half a pylon because without a pylon, you'll be blocked from further production. That pylon is a necessary cost no matter how you look at it. For mules, supply concerns don't exist. I agree with your point about the barracks and supply depot, but you are simply wrong about counting the cost of pylons in a chrono boosting scenario. That pylon, and subsequent pylons, will be built regardless of CB'ing status. The only change between CB'ing probes and not with regards to pylon necessity is that you must build the pylon earlier. Of course there is the hurdle of the first pylon to get over, but Terran's are in a similar situation so this does not seem relevant.
Please don't cheapen the quality of this thread. An Appeal to the Community
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For everyone who are still trying to argue that MULEs are better than chronobost, get this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158661
obs: this was posted by Deckie up there, just wanted to make sure more people get to see it if they miss his post.
ps: this is of course considering that toss won't chronobost any tech/army and that the terran won't scan.
You may argue that you normaly use more chronoboost on your army, but this is a play style, not a necessity. In the same way, a terran might need/want to scan more.
In the extreme late game tho I have to agree with the MULE haters that it gives the terran an edge, as he can make a lot of orbitals and mine from that, increasing his army size.
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On January 26 2011 01:30 0mar wrote:Show nested quote +On January 25 2011 23:46 Deckkie wrote:On January 25 2011 23:07 0mar wrote: Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take). I wonder who told you this. updrages take for both Terran and Protoss the same time (1: 160, 2: 190, 3: 220). Given the fact that Terran usually has more production structures than Protoss, I would say that Terran makes units slower than Protoss does, at least cost wise they do. Talking more about stim/conc/combat shields, which come significantly faster than any other Protoss upgrades due to being cheap (250/250 for the entire set) and available much earlier.
This arnt upgrades we can get, it are upgrades we must get to make the units cost efficient.
p.s. Put some thank you in the OP for everybody who did some constructive thinking!
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On January 26 2011 01:41 Obsolescence wrote:Show nested quote +On January 26 2011 01:30 0mar wrote:On January 25 2011 23:46 Deckkie wrote:On January 25 2011 23:07 0mar wrote: Two things.
You have to pay for the probes, but mules only have an initial cost of 150 (disregarding the other bonuses you get from the OC). Mules let you supersaturate and cost no supply.
The second thing is that Protoss rarely uses chronoboosts solely on probes. From what I've seen in PvTs, only the 3 or 4 chronos go toward probes. Protoss research/build times are so long that chronoboost is absolutely needed to stay even with Terran tech research and production. Also, Protoss research and unit costs are far more than Terran's. Just getting a single templar costs half a geyser (give or take). I wonder who told you this. updrages take for both Terran and Protoss the same time (1: 160, 2: 190, 3: 220). Given the fact that Terran usually has more production structures than Protoss, I would say that Terran makes units slower than Protoss does, at least cost wise they do. Talking more about stim/conc/combat shields, which come significantly faster than any other Protoss upgrades due to being cheap (250/250 for the entire set) and available much earlier. Show nested quote +On January 26 2011 01:31 0mar wrote:On January 26 2011 01:00 Saechiis wrote:On January 26 2011 00:22 jarod wrote: Ok, first of all if u say 4 probes per orbital you must put half of pylon also, which is 50 more minerals. so 150vs 250 minerals.. 100 more for protoss. And i don`t think the ppl on the stream are complaining about how OP is mulle in the start of the game, because as u posted up here.. it is not. But mulle is very strong on mid (gold base) - late games and you know that. You cannot compare mulles with chronoboost at all, when you talk about economy. Chrono is good formaking units and upgrades faster but not so good for economy advantage. There is no big imbalance in sc2, terran is a bit ahead but not so much. And btw for chrono you also have reactor, which is again really nice to have during all the game.
I guess because of marauders for a toss is as hard to beat a terran like for a zerg to beat a protoss, but this is other topic, but anyway, not imposible to beat. I guess terran doesn't have any hard matchups but this because the game is new, even without any further changes the game will balance itself. Peace That's just a bad argument an dit will lead nowhere. If we're going to play it like that, I could say that Barracks is a prerequisite to morph an Orbital Command and the Supply Depot is a prerequisite for the Barracks. So an OC ACTUALLY costs 150 + 250 = 400 minerals. Not to mention the lost mining time for SCV's building those structures AND the loss of 2.1 SCV's while morphing the OC. Arguing like that is just silly and proves nothing. Claiming that "Terran doesn't really have any hard matchups" kinda shows how objective you are. You're going to build a barracks and supply depot no matter what. So that point is moot. However, for 4 probes you absolutely need half a pylon because without a pylon, you'll be blocked from further production. That pylon is a necessary cost no matter how you look at it. For mules, supply concerns don't exist. I agree with your point about the barracks and supply depot, but you are simply wrong about counting the cost of pylons in a chrono boosting scenario. That pylon, and subsequent pylons, will be built regardless of CB'ing status. The only change between CB'ing probes and not with regards to pylon necessity is that you must build the pylon earlier. Of course there is the hurdle of the first pylon to get over, but Terran's are in a similar situation so this does not seem relevant. Please don't cheapen the quality of this thread. An Appeal to the Community
The supply has to be paid for somehow. It's a convenient measure to say that 4 probes = half a pylon, even if it's not strictly true. It's a comparison that MULEs don't cost any supply, theoretical or otherwise.
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There are only three advantages to having MULES/the OC 1. They can be used to oversaturate minerals 2. Unlike Chronoboost, if you store them up, you can use 4 of them simultaneuously and have a boost in economy. 3. You MAY purchase a scan for 270. Yes it's a purchase because you use mules to catch up to the protoss after: worker harassment, using your workers to make buildings, chronoboosted probes, scvs not built while you're building the OC, money spent on the OC HOWEVER, they also have the following disadvantage in comparison 1. Chronoboost can be used to force army units out of production facilities 2. In some situations, you MUST use a scan instead of a mule therefore putting you at an economic disadvantage 3. You can forget to MULE and if your OC hits the 200/200 mark you're at an economic disadvantage, but once the protoss can chronoboosted his extra 4 workers out, he will constantly have the extra income.
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it's really unnecessary to get caught up in theorycraft/mathcraft.. do it in game.. look at real games.. and judge with your eyes.
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On January 26 2011 00:03 Markwerf wrote: This comparison is quite useless.
You can't disect one part of the two completely races and compare them saying which is better so easily. At least not with a meaningfull result as even though one might seem better it won't say anything about the matchup since there are so many other factors.
Disregarding this and comparing the 2 in a sense, ie. which would i rather have, then i would definately have to say mules.
Chronoboost can indeed come out even with the first OC constantly Muling as you can have 4 probes more then terran by the time OC finishes. You will run into saturation very quickly though making those extra 4 probes much less efficient UNLESS you expand. Terran however doesn't care with his mules for expanding, he can use them whenever he wants. This gives an inherent advantage in the fact that 1 base vs 1 base games are always in favor of terran economy wise. A terran base with a OC and 22 scv's (16 minerals 6 gas) will mine way more then a 30 probe protoss base. Mules can also freely be used everywhere making it easier to balance out gather rates, ie your first base will mine out slower because you can mule at your natural. Gold is also much better with mules.
Chronoboost favors a strategy with fast expanding and heavy gas usage (to not be saturated so much) whereas MULE's are great regardless of strat.
Mules aren't great regardless of strat. Mules are shit when fast expanding. Protoss is so ahead in a TvP when protoss 1 gate core FE's and a terran does a 1 rax FE. Really, the poltprime timing push might give you some troubles, but only on a map like steppes of war... Chronoboost is great. You saturate your base in minutes. Then you can use everyone of your chronoboost on upgrades/tech. Your collosus will be out rediculous fast. Try doing a 3 gate robo build. Expand around 40 food, throw down robotics bay, your main is already saturated because of chronoboost. Saturate your natural, and only chronoboost your collosus. Atack with 4 collosus. Terran will have 4/6 vikings at the most. Bio will be instantly fried, by the collosus. This is just one example. You could also FE, go double forge and get the quickest upgrades in the game.
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While trying to develop a model for this i found out that scv's not mining during building is actually a huge factor to consider. Over the course of the first 6 minutes, a terran would have an average of 1.5 scvs building and not mining. This is what i came up with so far:
Assumptions: - Terran will open 1/1/1 - Protoss will do 2 gate robo - both will get 1st and 2nd gas at the same time and put 3 workers in there once finished - both will produce workers non-stop - scvs building a building will not mine - both players will scout and thus have one worker not mining for the duration - mules will be used nonstop - cb will be used first at 1:10 and afterwards once you have enough energy and always on probes - workers traveling to build buildings is not accounted for since both the terran and protoss suffer from it.
The result so far is that after 6 minutes gametime, the protoss will have a slightly oversaturated main with 31 workers and the terran will have 24 workers and one mule. Both will have mined exactly the same amount of gas (581). The terran will have mined 3228 minerals until now and spent 1050 on svcs/oc, netting 2178 minerals surplus. The protoss will have mined 3539 minerals and spent 1250 on probes, netting 2289 minerals surplus. So in this scenario, the protoss has 111 more minerals at his disposal after 6 minutes. However, he has to expand earlier, due to already being saturated.
However, even if the protoss stays on one base after being saturated (30 probes) and just stops probe production, he will still be ahead in total minerals mined once the terran hits saturation at about 7:30 gametime. At this point it's 3230 (terran) vs 3536 (protoss) minerals surplus.
Even though this is a simplified model i think it shows that both cb and mule are comparable and if at all, the protoss has a slight advantage.
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On January 26 2011 04:14 Lurk wrote: While trying to develop a model for this i found out that scv's not mining during building is actually a huge factor to consider. Over the course of the first 6 minutes, a terran would have an average of 1.5 scvs building and not mining. This is what i came up with so far:
Assumptions: - Terran will open 1/1/1 - Protoss will do 2 gate robo - both will get 1st and 2nd gas at the same time and put 3 workers in there once finished - both will produce workers non-stop - scvs building a building will not mine - both players will scout and thus have one worker not mining for the duration - mules will be used nonstop - cb will be used first at 1:10 and afterwards once you have enough energy and always on probes - workers traveling to build buildings is not accounted for since both the terran and protoss suffer from it.
The result so far is that after 6 minutes gametime, the protoss will have a slightly oversaturated main with 31 workers and the terran will have 24 workers and one mule. Both will have mined exactly the same amount of gas (581). The terran will have mined 3228 minerals until now and spent 1050 on svcs/oc, netting 2178 minerals surplus. The protoss will have mined 3539 minerals and spent 1250 on probes, netting 2289 minerals surplus. So in this scenario, the protoss has 111 more minerals at his disposal after 6 minutes. However, he has to expand earlier, due to already being saturated.
However, even if the protoss stays on one base after being saturated (30 probes) and just stops probe production, he will still be ahead in total minerals mined once the terran hits saturation at about 7:30 gametime. At this point it's 3230 (terran) vs 3536 (protoss) minerals surplus.
Even though this is a simplified model i think it shows that both cb and mule are comparable and if at all, the protoss has a slight advantage.
Very nice post :D Will add it to the OP.
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