Bueno para todos aquellos que opinana que las EmULE no son un problema y además les gusta la estadística ..les va a gustar este extracto de un artículo escrito por Sheth acerca de saturación de las bases Zerg vs las otras 2 razas.
Zerg vs. Terran -- Maps / Gold bases.
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For vs Terran we add in these pesky little units called Mules.
About Mule Being About Equal to 4 SCVs
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"Their timed life allows 8 or 9 mining trips which totals 240/270 minerals respectively on a blue mineral patch and 336/378 on a yellow one. This works out to 160/180 and 224/252 minerals per game-minute respectively."
"MULEs are as effective as around 4 (±0.3) SCVs, as SCVs average 42-43 minerals per game-minute on blue mineral patches (for two or less workers per patch)."
Terran get these every 50 energy (I can’t be exact on times for Terran, I simply do not know enough to get exact). However I do know that a Mule mines at approximately the same rate as 4 scvs. So were going to assume that depending on how many orbital commands they will have 4 more added on to their saturation. For playing against a Terran the saturation rules differ somewhat. If you have a 12-16 saturation on 2 bases and they have a 24 saturation on 1 base, you are not that far ahead, in fact you are barely ahead at all. The reason for this is when you play against Terran they have different levels of saturation. They can go OVER the 24 workers on a mineral patch rule. Terran depending on how many orbitals can go up to something like 32 workers on 8 mineral patches and it will still be optimum. (24 scvs and 2 mules) 32 workers is VERY similar to 14-16 on each patch, but still a little behind. However as a zerg you want to be 2 levels ahead and this is tricky. If they have 2 orbitals in their base you want to adjust for this as well if you can scout it. So the vs Terran mineral saturation rules look something like this….
12-16 < 16-20 < 20-24 <8-12 (2 base) < 28 < 32 < 12-16 (2base) < 16-20 (2base) < 20-24 (2base) and so on….
So to explain where you want to be as a Zerg Opponent has 12-16, you would be happy at 16-20 and just about perfect at 20-24. You want their number to coincide with your number, for instance if they are at 12, you would like 20. If on the other hand they are at 16 you would want to be at 24. Again we have to include mules in this calculation and generally staying one saturation level ahead of Terran in the early game is just about all we can hope for. This section is very important to when to make drones and when not to make them in general. Again this does not at all apply for ZvZ.
Now onto GOLD expansions. These expansion are GOLD, and as we know Terrans like shiny things. Our goal is to keep them away from shiny things. Once they get on gold, their minerals can skyrocket. To give a good gold mineral vs low mineral saturation point lets discuss this a bit. Scvs and drones mine 5 minerals from a regular expansion and 7 from a gold expansion. Having a gold is then like having 1 base and 2/5 of another base. The main benefit of mules here increases. Mules here are not mining from simply one base, but are mining from 1 2/5 bases making them even more powerful. The downside to the gold expansion is always that there are only 6 mineral patches. So 18 is the most workers you can put on a gold expansion to take advantage of it.
Terran is the ONLY RACE that can abuse gold. THEY can put AS MANY WORKERS as they want on the gold expansion. They can have the original 18 scvs and by all means if you take the gold, simply send all 18 of your scvs from other bases to their, (Why not?) and THEN they can call down Mules. Mules can then bring this 18 up to say 36. Well that’s only 36 miners, and I mean you have to balance with mules anyway right? WRONG it’s NOT just 36. Its 36 mining on 1 2/5 bases. So let’s do a little bit of math here. 36 x 1 2/5 is 36 + (3.6x4) 14.4 so its 50.4 workers. WOW that scales a bit eh? So by simply having a gold expansion and 3 orbital commands (or just enough energy to toss down 4-5 mules often they can raise their worker count through the roof on saturation. To be perfectly honest in a macro game I cannot think of a way to keep up and scale with this. If we take the gold and have an extra base saturated is just about our only hope. Keep in mind if they have 38 workers (on gold and 20 being 5 mules) and say 16-20 saturation on 2 others bases (a common occurrence) that’s 78 workers for Terran, only taking up 58 supply. We on the other hand will have to have to levels ahead of that, which for them is something like 16-20 on 4 bases, so we’ll need 24 saturation on 4 bases or 16-20 on 5 bases, or something like that, however we don’t have mules to free up supply, so we will simply have to waste 90 supply on drones allowing Terran to have basically a higher supply cap. This is the main problem you must contend with when trying to stay ahead of a Terran in saturation on maps with gold bases. It is VERY difficult. Luckily mules do NOT mine gas, so we can gain a foothold there.
Fuente:
http://www.teamliquid.net/forum/viewmes ... _id=219257