Ideal number for saturation is between 2.5 and 3 workers per patch.
8 mineral patches * 2.5 = 20
8 mineral patches *3 = 24
So for a standard mineral line the number of min probes is between 20 and 24.
K, I tried doing some research, did a little math, and whatnot to see if the ability is balenced. And even if it isnt, it can be fixed IMO.
The probes after a full trip gather 8 minerals, the same amount as the fields, while the second like of probes finish gathering about the same time the next probe comes back...ok so its about 16 minerals.
Now the Mule gathers 15, and bypasses the SCV so its a steady gather. Mules can also drop, its dependent on 1 gather unlike the probes, and can be balanced out by its life time.
Probes shouldn't all get back to the nexus at the same exact time and rely on each other, so Id say the 2 abilities on some level are accurate to eachother.
So yes, the PC is exponential, but only to a degree.
True, but by the time you have an obelisk (which requires a gateway), a skilled player should almost be or should be at saturation point.
I was never concerned if either these abilities were OPd, only if the spawn larva was underpowered.
EDIT:
also, if SC2 armory is correct, the OC requires the Merc Compound, which is later than a gateway/barracks, so if Im wrong about the saturation point, the Protoss do have advantage of getting the ability a bit earlier. This could also be easily balenced by increasing the build time of the obelisk.
edit2:
Disregard that it requires a barracks now.
It seems so arbitrary to me that the OC would require Merc Compound, it also seemed very arbitrary that comsat required Academy. Oh well, its NBD just a little qq. I do believe that it puts the technology at the right place, they just don't appear to have anything to do with each other.
It does seem on the surface that the Proton Charge ability lacks some flair, but it really is the logic choice given the abilities that the other two races have. Consider this:
The problem: Three unique races need 3 unique ways to improve their economy. Your economy revolves around your workers. So there are 3 obvious answers.
1) Provide a way to create more permanent workers (Zerg).
2) Provide a powerful but temporary extra worker (Terran).
3) Provide a way to make your existing worker do more (Protoss).
Those are three fundamentally different approaches to the same problem. Now, I wish as much as anyone that both mule and PC weren't both just "point and click" eco, but I will leave it to people smarter than me to figure that one out.
Also, in this thread there was a discussion about how PC scales exponentially, and that it could be too powerful because of that. With out getting into balance issues with out having played the game first, if it is exponentially more powerful the more workers you have than it is also exponentially more vulnerable to worker harassment. Now depending on many HP the mule gets, it could possibly be even more vulnerable due to it being a single target, but the point stands nonetheless.
Which is why it doesn't; it requires a Barracks. This has been confirmed in numerous reports, as well as from Blizzard themselves.It seems so arbitrary to me that the OC would require Merc Compound
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
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StarCraft 2 Beta Blog
There are still many stats on SC2Armory that are not modified :/
-Psi
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