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Community Feedback Update - August 28 - Page 23

Forum Index > Legacy of the Void
445 CommentsPost a Reply
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Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
Last Edited: 2015-09-03 09:26:06
September 03 2015 09:25 GMT
#441
it's only true for zerg though


removing chrono boost feels kinda that way for protoss too - less to do and less control over what you're doing
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 03 2015 09:30 GMT
#442
Speaking specifically as a Zerg player...with autocast inject I now have zero incentive to go back to my base at all. I went from a complex cycle of camera key management to never going back to my base. I do just spazz my army back and forth in the late game when the circumstances of the game do not permit me to be aggressive. I can sympathize with TLO; he's getting at exactly what my problem is. The other races didn't lose much of their incentive to go back and manage their base, but Zerg went from a high level of management to none at all. It is boring to macro as Zerg now. And with drone egg rallying, it's not exactly difficult...

The other two races by their very nature maintain incentive to periodically return to their bases and macro. But the only anchor that made Zerg feel taxing to macro has just been automated.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Parcelleus
Profile Joined January 2011
Australia1662 Posts
Last Edited: 2015-09-03 09:42:02
September 03 2015 09:41 GMT
#443
I have to say, removing macro boosters goes against the overall-design-direction that SC2 has.

Why ? Well, SC2 is all about scouting (trying to figure out what your opponent is doing). It is almost impossible to have perfect scouting every game, therefore, there will times when a player reacts late - this is where macro boosters play an important role. They allow players to react in time, if they are not there, then a player will just lose as they wont be able to speed up their reaction.

SC2 relies on macro boosters by design. So if you want to get rid of them, then the only logical thing is to make scouting easier to compensate. And in this scenario , I think the game will be not as exciting.
*burp*
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
September 03 2015 09:52 GMT
#444
On September 03 2015 18:41 Parcelleus wrote:
I have to say, removing macro boosters goes against the overall-design-direction that SC2 has.

Why ? Well, SC2 is all about scouting (trying to figure out what your opponent is doing). It is almost impossible to have perfect scouting every game, therefore, there will times when a player reacts late - this is where macro boosters play an important role. They allow players to react in time, if they are not there, then a player will just lose as they wont be able to speed up their reaction.

SC2 relies on macro boosters by design. So if you want to get rid of them, then the only logical thing is to make scouting easier to compensate. And in this scenario , I think the game will be not as exciting.


If you react too late and scout something when it's already on the way to you no amount of mules, chronoboost or inject will help you.
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
Last Edited: 2015-09-03 10:32:44
September 03 2015 10:15 GMT
#445
Banked chrono and/or gateways will and protoss abuses that a fair amount - they're the only race to often build more production than they can support to keep building units from due to the ability to instantly create army to defend a push or drops etc whenever neccesary if they do so.

That way you can power ahead in workers/tech and respond to a push by making 3 rounds of units over about 40 seconds or when that drop hits you, you'll have 5/10 of your warpgates ready to warp instantly instead of 6/6 of them on cooldown because of having to keep up on army value.

Day9 talked about that a fair bit around WOL+HOTS too - though it's not something that a lot of observers (especially zerg/terran and those who don't play the game) pick up on a lot.

Inject and mules are two things that you're kinda supposed to keep up 24/7 (inject definitely, mules less-so but they still take a long time to translate into actual power for you) so that dynamic does not really apply.

There's no real penalty for banking chronoboost that you was going to use on warpgates as long as you have at least as many warpgates as you have chrono's and none of your nexii hit max energy
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BluemoonSC
Profile Blog Joined November 2010
SoCal8908 Posts
September 03 2015 10:23 GMT
#446
back in WOL during the era of blink stalker all ins, all the zergs knew about it

it was like..how the fuck did he get that many units after having next to none 30 seconds ago
LiquidDota Staff@BluemoonGG_
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