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
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Cyro
United Kingdom20282 Posts
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 | ||
Qwyn
United States2779 Posts
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. | ||
Parcelleus
Australia1662 Posts
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. | ||
KeksX
Germany3634 Posts
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
United Kingdom20282 Posts
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 | ||
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BluemoonSC
SoCal8908 Posts
![]() it was like..how the fuck did he get that many units after having next to none 30 seconds ago | ||
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