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Most imba SC2 ability if put in SC1? - Page 7

Forum Index > Polls & Liquibet
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Kare
Profile Joined March 2009
Norway786 Posts
Last Edited: 2010-03-18 12:13:14
March 18 2010 10:00 GMT
#121
Warp gates are much better then queens...

Imagine a terran dropping a few hellions in the protosses main, the protoss has his army/units away from his base and you have a potential to do alot of damage to his workers. He just targets his warpgates, spams stalker or whatever at the harass area and BOOM, harass stopped....
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Piste
Profile Blog Joined July 2006
6180 Posts
Last Edited: 2010-03-19 18:21:43
March 19 2010 17:26 GMT
#122
On March 18 2010 09:03 AzureEye wrote:
Show nested quote +
On March 17 2010 09:08 Piste wrote:
you are talking about "people who have limited understanding." I read what you wrote and I see you belong to the "people who think they knows when they actually don't know".
hatchery = 350, gateway/rax = 150
hatchery is 300
the fact that each hatchery offers 3 larva barely compensates
hatchery offers one larva at a time, but you can save them maximum amount of 3
If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you.
this is not true at all. you expand when you know you can defend the bases. it's not even close to "almost".


What a great way to refute my argument by using Ad Hominem attacks

Hatchery is 350 sir, 300 + the cost of the drone. It's actually more than 350 because the loss of the drone's mining time but we'll play safe & nice and just say its 350.

Your point about hatchery offering one larva at a time actually helps my argument more because you just aided my point about hatchery's inferiority unable to compensate for the lack of production buildings.

I'm saying that by building another hatchery for increasing unit production, its ideal to place it where your expo will be because you can create another expo that way at the same time as increasing unit production.


You lose your drone whatever you build. hatchery costs 300, not 350. drone costs 50.

Your point about hatchery offering one larva at a time actually helps my argument more because you just aided my point about hatchery's inferiority unable to compensate for the lack of production buildings.
I know what I said. I corrected you. hatch offers one larva at a time. You're wrong about the "compensate" thing tho.

I'm saying that by building another hatchery for increasing unit production, its ideal to place it where your expo will be because you can create another expo that way at the same time as increasing unit production.

That is what you say now, but this is what you said:
If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you.
And it is not true.
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
March 19 2010 20:03 GMT
#123
I don't see how anyone could argue hatchery does not cost 350. Yes, you lose a drone for anything you build, and thats why if you build a lot of zerg buildings, its necessary to pick up worker production against to re-saturate the mineral line.

Spawning pool costs 200, but you lose a drone to make it so its actually 250, etc.

You have to consider the cost of the drone you lose when you calculate Zerg building or its not accurate. Its just like ignoring SCV's loss of mining time during construction versus probe simply warping a building and going back to mine.
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
Piste
Profile Blog Joined July 2006
6180 Posts
March 21 2010 16:30 GMT
#124
I know you lose a drone when building. wtf it still is 300 for the hatchery. drone costs 50 but the hatch is 300.


You start with four drones. how many minerals you have to mine before you can build a hatchery?
+ Show Spoiler [answer] +
300
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