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Would you like to see additional Chronoboost use? - Page 2

Forum Index > Legacy of the Void
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DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 20 2015 23:09 GMT
#21
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.

This. I am all for an extra use for Chrono if Terrans can get mules mining gas and constructing buildings faster. I do not feel that the current CC energy options are that much better than Z or P, just different.
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
July 21 2015 00:01 GMT
#22
Chronoboost carrier and mothership (while building and increase only shield regen when finished).

Since we can't have good mothership timing anymore.
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
spritzz
Profile Joined November 2009
Canada331 Posts
July 21 2015 00:36 GMT
#23
This is the first thing that came to mind when reading "make cannons shoot faster"


zugzug
Deathstar
Profile Blog Joined May 2010
9150 Posts
July 21 2015 01:25 GMT
#24
On July 21 2015 04:04 GGzerG wrote:
Show nested quote +
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

Sounds like a Zergs nightmare, a chrono boosted cannon rush.


Allow MSc to give pylons photon overcharge
rip passion
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 01:37 GMT
#25
Chronoboosting units to buff them in some way would be pretty cool and interesting.
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
Last Edited: 2015-07-21 02:21:45
July 21 2015 02:21 GMT
#26
Could chronoboost maybe be used to provide nearby buildings or units with in-combat shield regen for some extra defensive purposes? I don't think you can make it global due to potential cannon rushes, but for defensive purposes? Maybe it has to be combined with the mothership core -> cast nexus cannon on nexus -> allow nexus to cast chronoboost on buildings/units to provide additional shielding. It would probably be too complex/vague, but maybe it can be simplified somehow.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
July 21 2015 02:37 GMT
#27
On July 21 2015 10:37 ZenithM wrote:
Chronoboosting units to buff them in some way would be pretty cool and interesting.


We are playing StarCraft, not a MOBA
AKA: TelecoM[WHITE] Protoss fighting
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 02:40 GMT
#28
On July 21 2015 11:37 GGzerG wrote:
Show nested quote +
On July 21 2015 10:37 ZenithM wrote:
Chronoboosting units to buff them in some way would be pretty cool and interesting.


We are playing StarCraft, not a MOBA

Lol. Like the beloved BW shield battery didn't do the exact same thing...
ETisME
Profile Blog Joined April 2011
12384 Posts
July 21 2015 04:34 GMT
#29
Chrono is pretty much the most flexible energy.
It's just not as clear as other two race macr mechanics
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 21 2015 07:38 GMT
#30
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.
Make DC listen!
JCoto
Profile Joined October 2014
Spain574 Posts
July 21 2015 08:43 GMT
#31
On July 21 2015 02:25 BisuDagger wrote:
Show nested quote +
On July 21 2015 02:18 purakushi wrote:
chronoboost cannons so they shoot faster

This would work great. For people who hate photon overcharge, that ability could be used to instead buff cannons too. By the time this is out cannon rush stages are over anyway.


It should, but it would probably imbalanced for rushes for the same reason that Gateways have long build times... Because you don't pay to access the macrobooster like other races, so you can just bank it from minute 0, and prepare a chronoboosted rush.

Add a requirement to prevent it (for example, CyberCore needed to chronoboost) and you can buff Gateways and give it to cannons (specially because cannons are weak compared to other static defense)
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 21 2015 09:46 GMT
#32
I think all these ideas said above make sense and would be cool:
- Chrono Cannons to shoot faster (with some requirements to stop super Cannon rushes)
- Chrono Mothership Core to morph into Mothership faster
- Chrono Carrier to build Interceptors faster (would be cool just to have this option; I don't think it would actually be used, though)

And what I thought about is
- Chrono Pylons so they warp in units faster
- Chrono Assimilators to speed up gas mining. For example, Probes would instantly (or after a very short time) return from the Assimilator. This would allow for more Probes to effectively mine from the Assimilator, and with constant Chornoing, it would increase the gas income, but at the same time slow down the production, because you wouldn't Chrono the production buildings.
- Chrono could regenerate shields in combat as well (it already does boost it, but obviously not in combat).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
29 fps
Profile Blog Joined March 2008
United States5724 Posts
July 21 2015 09:50 GMT
#33
another ability for the nexus (in addition to chronoboost): turn nexus into a detector for X seconds.
4v4 is a battle of who has the better computer.
ZenithM
Profile Joined February 2011
France15952 Posts
July 21 2015 10:14 GMT
#34
On July 21 2015 16:38 TedCruz2016 wrote:
Show nested quote +
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.

Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 21 2015 10:28 GMT
#35
On July 21 2015 19:14 ZenithM wrote:
Show nested quote +
On July 21 2015 16:38 TedCruz2016 wrote:
On July 21 2015 05:52 Loccstana wrote:
I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.


On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.

Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.


And the MSC with Mass Recall, Photon Overcharge and a slowing spell.
Make DC listen!
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 21 2015 10:29 GMT
#36
Yeah and i want drones that cost only 0.5 supply and they spawn 2 from a larva like zerlings.

Looks balanced right ?

Cmon people.
"The Fractured but Whole"
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 21 2015 10:39 GMT
#37
On July 21 2015 19:29 ZergLingShepherd1 wrote:
Yeah and i want drones that cost only 0.5 supply and they spawn 2 from a larva like zerlings.

Looks balanced right ?

Cmon people.


Yeah, we can't have any smallest thing added for P or T, because it would increase the oppression of the poor Zerg race.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 21 2015 11:57 GMT
#38
But there has to be compensations if Chrono is boosted in some way

It is already very strong and Protoss early game shenanigans would be even stronger, if not totally broken, as you do not need to pay for it unlike Terran.

Perhaps add some extra abilities to the CC, Nexus and Queen energy but have a base requirement for Protoss, such as a Cybernetics core or a researchable upgrade.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 21 2015 12:04 GMT
#39
Balance is irrelevant when you are coming up with new idea. That's a point that many of the posters do not understand - and seemingly also Blizzard sadly fails in this department. The current balance of the game is based on very specific set of circumstances and totally unforeseen interaction bewteen timings of different races. Many things would be OP in vaccum, but are perfectly fine in the great picture.

That great picture is completely inacessible when making a change in a particular aspect. So the only way to have any substantial novetly is to try whatever comes to mind, see what are the consequences and then balance by litle details. Usually the amount of balancing needed is very small as even tiny number changes can completely swing the balance because of snowballing. Hopefully everyones remembers the Queen range ... So I would really suggest people do not bring much of balance concerns when vague ideas are discussed, it does not make much sense.

That being said, any expansion to Chrono in it's current state will be very miniscule if effect, because Chrono is already in short supply in the parts of the game where it matters. Chronoing a single unit to recharge shields when you could have had an extra probe, or Blink finishing 15 second earlier? I don't think that's gone see much play. But why not have it, just for fun. In general SC2 is unnecesarrily limited in possibilities, if something is not very used, it usually gets removed or left to die. There should be more of "the little things" that are extremley rare, but make you appreciate the cleverness of the player when he uses them once in a blue moon to a great effect.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 21 2015 12:53 GMT
#40
Balance is irrelevant when you are coming up with new idea.

Not sure that that is true - keeping balance somewhat in mind should help keep the ideas reasonable. If I suggest that the Chronoboost should be able to be used to warp in an offensive unit, regardless of whether you have the supporting production facility, then that is obviously broken and not workable. This way we do not waste time theory-crafting or beta testing. When making a suggestion you have to ask what impact is this likely to have on the game, what counters exist?

As we are talking Protoss here, the ability should probably NOT help offensively in the early game as adepts and oracles already shred well enough without boosts.
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