Losing drones means you have a bad economy. And Zerg’s economy doesn’t “skyrocket” at 7 mins. Zerg just makes drones past 80 where Protoss stops around 70.
That’s because the Protoss harass the Zerg to prevent it from happening. In the game where that doesn’t happen, Zerg will instantly win the game.
Z does produces workers faster than Protoss. However, it’s when they’re on 3 bases that this production rate gets really faster, and they also lose one worker for each building built before hand, while Protoss workers times loss while building buildings is marginal. So it’s only at some point (5’ maybe) that Z will have more workers than protoss, if left undisturbed.
Chrono is only +10% workers production speed. It’s because Z does loses workers (by constructing buildings, or to harass), not because of protoss’ workers production speed.
Additionally, Maguro’s data suggest that Vipers are among the most inefficient units in the game (while abduct really makes it the contrary), and the Mothership as the number one killer for cost (while a mothership killing anything would be a discovery). So I’d use caution interpreting Maguro’s app data.
Making buildings and losing the drones for it means a bad economy?.Being able to make 9-10 drone drone rounds with triple hatch isn’t eco increase?
Nope. This also factors in games where the Zerg deflects all harass and on average Protoss is still ahead.
You can literally see the economy is worse. Making up reasons for it doesn’t matter since the end result is the same.
If the economy is worse, then why Z can deal those really strong pushes during mid game?
Creep, faster reinforcements and queens. The whole reason Zerg is considered the defensive race is because their economy/production isn’t good enough to attack until much later in the game.
forgive my ‘man this post should be fixed over here’
Zerg isn’t considered the defensive race, it’s the reactive one.Defensive is Terran.
guys i belive that we can have some sort of solution for this whole problem
Orbitals produce SCVs Faster
so toss early good economy remains the same (because toss needs early boost bcause heavy costs), terran can reach up the worker count and thats it
Zerg is reactive because it’s defensive. That’s why ZvX match ups are always about defending aggression until you can finally move out yourself.
I disagree that Terran is the defensive race, unless they’re going mech Terran is best played highly aggressively.
They have bunkers, they have sensor towers, they have PF, they have three siege units, they have buildings especially designed to be walls, they can lift buildings,and they have repair.Compare that to what Z or P has.A couple of days ago I played a TvZ, I was attacking and zerg went to the basetrade, I kept attacking with my bio, moved back my tanks to my latest exp, lifted my buildings and moved them there, formed a wall and a sim city covering the expansion and pumped out bio, zerg came and was defeated because there was no way to attacking me without dying. Imagine Z or P trying to do the same.And of course, I had no workers left, but It didn’t matter because I had mules.
Terran has the best of both worlds, they have agressive options, but also have the best defensive mechanics on the game, just see those lategame defensive games like last game of TY vs Parting.
I’m sorry but I don’t agree, imo it’s P > Z > T because you are counting very few variables that could come into play. You are counting worker regeneration and the wall but forgot to count Queens, blind Spores and early speedlings.
The regeneration is not someting to be impressed with because it only regenerate shields, any hp damage leaves them open to a 1 hit bane harass.
The reason I put the speedlings there is because it’s a better defense vs Hellions than a wall that can be easely bypassed by a Medivac. It prevents Protoss to have any Stalker ideas super early game.
The rest of your argument makes sense to me, I can agree with and the solution would be simple:
If Terrans need a boost in the economy early game in exchange with late game economy you can do a rework to the Orbital Comand and MULEs, OC starting with 150 energy and each mule costing 75 energy.
This would make early OCs to instantly spawn 2 MULEs and the 75 energy cost would nerf the next MULEs time to spawn, holding their economy in the lategame a little more.
ok i know people are going to bring up the baneling thread when i say hes bad at maths but…
an scv returns 5 minerals
a mule returns 25
That’s my fault. I forgot that the mineral capacity for MULEs was reduced from 30 to 25 with the release of Legacy of the Void. 5 SCVs then.
its ok, one time i made a thread where i thought the banelings were getting buffed when they werent and everyone yelled at me and it was super scary : (
3 and a half. You forgot MULEs’ trip takes 3.85x longer, and the fact they’re not affected by mineral lines’ saturation.
As for the rest of the post (which I am surprised you ignored), I assure you I wasn’t trying to expose anyone, rather to precise and complete some missed points.
+0 attack banes two shot every workers, whatever the race. If you damage them before hand, they’ll be more vulnerable whatever the race as well.
Spores requiring only pool (vs Forge/Ebay) is an asymmetry one could indeed question, but one spore won’t prevent drones to be killed by a skillful harasser.
Now, even if you’re not convinced, we can always take it the other way : which workers do die more, early to mid, in each match-up ?
- In PvZ, it’s drones (even if it’s two or three at each oracle raid), as most protoss builds include harass, while Z can play defensive-reactive.
- In PvT it’s probes, as the terrans have tools specially effective against them despite walls, and nearly always use builds including harass timings (whereas some protoss like Showtime, can choose to play purely defensively in that MU).
- In TvZ it’s drones, as nearly all builds include harass timings whereas terrans tend to wall.
So we’ve got two MU where drones are roasted more, and one where it’s probes.
Hence my conclusions over harassment worker vulnerability : Z > P > T.
And it’s a good thing, ‘cause if the two other races coudn’t slow down the Zergs’ economy, the results would end up rather one sided.
Just to clarify, me explaining the differences in the races economies and workers production doesn’t means I think those are imbalanced. On the contrary, as in my opinion the fastest one race gets its workers, the more vulnerable they are, successful harass would balance things out.
If one had to mention something regarding that, it’s that this damage could be prevented by good reactions from the Z, and that due to defender’s advantage protecting workers might be easier than to successfully harass them. And so if we wanted to lessen that pressure to harass on the terrans, just allowing them to continue bulding workers while transforming CCs into OC’s could be a fix.
Yet, at the moment, I believe PvZ is the match-up to be adressed ; not TvZ. So, at the moment, I wouldn’t buff terrans’ economy, but rather protoss’s PvZ harass tools (which the devs in fact did indirectly by nerfing queens’ AA range, btw). But hey, that’s just my vision here.
Apologies. I didn’t mean to appear to ignore your post. You are right about it not being a simple multiplication of the mineral capacity due to movement speed and the time it takes to mine.
It seems very strange to me that there’s so much hatred of the Protoss economy compared to that of Terran. It could be said that Zerg has a better economy, but they’re designed to always be one base ahead of the other races in order to be even. I suppose a lot of it depends on harassment potential: Zerg is vulnerable to Hellions, Protoss is vulnerable to drops. Admittedly I’m not quite sure what Terran is vulnerable to in that regard, except for unorthodox things like certain rushes and maybe delaying the building of certain structures (like a Probe harassing the SCV that’s building the first Barracks)… now I feel stupid.
you 100% deserved that though for not thinking about 20+15 vs 18+17