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[D] OC vs chrono boost - Page 2

Forum Index > StarCraft 2 Strategy
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Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
April 07 2010 04:24 GMT
#21
Chrono Boost doesn't need improvement, it's fine the way it is.

You can still use it late game on your robo facilities,
And it's extremely valuable to use it to boost upgrades and research.
FUCKING GAY LAGS
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 07 2010 04:51 GMT
#22
On April 07 2010 10:04 Boardin wrote:
And the big problem is that so many strategies are reliant on P being able to chrono units or upgrades faster. IMO this is an issue


I think this is THE issue. I'm not worried much about chrono's performance late-game, but the fact that our early-game HAS to be balance with chrono in mind is bothersome. The big nerf to warp-gates is probably the best example. It was coming out extremely fast due to chain chrono boost. That was killing potential probe boosting aswell, but since it made such a strong early harassment tool, the research was greatly extended.

I'm not trying to debate the nerf, but it is worth noting that our macro tool is probably the only one that directly leads to our units being nerfed because it allows us to get them out faster, and thus they have to get longer build times: which doesn't make us use chrono on them any less often.

I like the idea of chrono boosting building warp times. Though I don't think it would make tech swaps much easier since the biggest block to that is gas consumption.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
stolensoda
Profile Joined April 2010
3 Posts
Last Edited: 2010-04-07 05:03:10
April 07 2010 05:00 GMT
#23
how about having everything same but adding optional auto chrono boost ? whereby it will automatically boost one building when boost is finish. Players would have to select the building they want to auto boost though.
Daerthalus
Profile Joined March 2010
Canada73 Posts
April 07 2010 05:35 GMT
#24
That would remove the need for Micro. We don't need less micro in SC2.

I do however agree that mutiple orbital commands do not lose use, as if u have 200 energy you could easily scan 4x or Mule 4x. With a nexus or 2 or 3 with 100 energy I'd have to CB x8 building for each Nexus with 100 energy. You can use them on Warpgates so that is a good way to Burn CBs, but being able to stack them on a single building would be nice to have. Remember they don't stack multiplicatively they stack additively so each one stack is less effective than spreading them out.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-04-07 06:39:23
April 07 2010 06:30 GMT
#25
Chrono-Boost is economically only better in the early stages of the game if you don't expand heavily, but it's just much more versatile than the Mule.

The only problem with the Mule is that it's just too good on high-yield-mins, in fact, both Zerg and Terran have a way easier time to abuse high-yield, because Z can take and defend expansions easier than any other race and Terran can fly CC's around and stack up Mules and call them down at the first second you've taken the high-yield to instantly get ridiculous amounts of minerals.

What I would think would be good is to give chronoboost the ability to also speed up the warp-in of buildings, that way, it would become a bit easier for Protoss to take an expansion and with basically all of the Protoss-Buildings having a very long time to warp in (look at Gateways, Dark Shrine etc. for example), things would IMHO get a bit more balanced. It wouldn't have the biggest effect on warping in buildings anyways, because most of them take way longer than 20 seconds to warp in, so if you take a Dark Shrine for example, 1 chronoboost would reduce the warp-in from a 100 seconds to 90, which is only 10% and therefore not a really big deal but it would get a more viable option to just techrush or FastExpand and therefore create more versatility. Also, it would make 6-pooling, Proxy-Reaper and Proxy-Marauder-pushes harder to pull off and they are instant-wins on certain Maps, even if the Protoss makes a 8-pylon, 10-gateway and chronoboosts the Zealot or get a Stalker as fast as possible.

Stacking up Chronoboosts is IMHO not that good of an Idea, because you wouldn't have to macro correctly anymore and use Chronoboosts constantly. Auto-boosting isn't the way to go IMHO, for the exact same reason.
https://soundcloud.com/thesamplethief
roemy
Profile Joined April 2010
Germany432 Posts
April 07 2010 06:48 GMT
#26
reminds me...
does CB, when cast on a nexus, improve the energy recharge, too? ^^
rock is fine.. paper could need a buff, but scissors have to be nerfed
JohnGreggor
Profile Joined March 2010
Canada148 Posts
April 07 2010 06:48 GMT
#27
T3 upgrade: Allows chronoboost to increase building warp in speed.
Arbiter[frolix]
Profile Joined January 2004
United Kingdom2674 Posts
April 07 2010 06:54 GMT
#28
I think the OP makes some interesting points about chrono boost, although I am more dubious about the modification proposals.

The fact is it is extremely difficult to make effective comparisons between two thematically linked but functionally diverse game mechanics such as CB and OC. The versatility of CB is tricky to weigh against the raw but enduring economic power of OC, for instance.
We are vigilant.
Flames
Profile Blog Joined March 2010
United States105 Posts
April 07 2010 06:58 GMT
#29
On April 07 2010 15:48 Gono wrote:
T3 upgrade: Allows chronoboost to increase building warp in speed.


Won't be very useful because you will have many tech buildings by the time you reach tier three. Of course, it could help rebuild your buildings much more quickly if your base gets wasted, but then you would probably rather be using CB on probes.

Anyway, I think Chrono Boost is fine as it is. The fact that it can be used on tech buildings allows Protoss to make timing pushes after a key upgrade much more quickly than the other two races. Also, as others have pointed out, the races aren't meant to be played the same. I agree that the Terrans have a better way of getting minerals, but since Protoss units have more vitality, Terran need the economic boost to keep up. I'm not saying that Terran is OP because of the OC because they need to split the energy between three spells. To keep their economic advantage low, it may be helpful to get a dark shrine in the midgame and sent them out one by one to force scans.
Do unto others as you would have others do unto you. I reject your reality and substitute my own!
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 07 2010 07:16 GMT
#30
I had a real hard time figuring out what the thread was about from the title..I thought it was something about overclocking and chronoboost.

Overclocking my video card with chronoboost? that would be pretty awesome.

Another apples and oranges comparison though...They're completely different and each has its own benefits and drawbacks.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
mathemagician1986
Profile Joined February 2010
Germany549 Posts
Last Edited: 2010-04-07 09:34:22
April 07 2010 09:15 GMT
#31
I actually like the idea of the mothership costing energy but being cheaper on minerals/gas. AS it is, no one makes one, because they are too expensive and die too fast.

How about an extremely expensive, but not so useful ability? Even if people CB perfectly non stop, I still think they will have energy stockpiling, because there simply aren't that many useful things to do with it late game. How about for 200 energy you get an extra 1 shield generation on all your units for 30 seconds? That would give the protoss an extra 30 HP on all units for long and big battles. I'm just playing with numbers, one would have to give the exact numbers some in depth thoughts.

One could do the same thing, but instead of extra HP, improve movement speed.

I just think it wouldn't hurt if protoss had a few more options on what to do with their late game energy. it doesn't have to be game changing, just something to actually use up stockpiled energy.
GoDannY
Profile Joined August 2006
Germany442 Posts
April 07 2010 10:00 GMT
#32
About the shield refresh - like the batterie, it might be fun if it is a nexus spell and only works within pylon energy area.
Team LifeStyle - it's more than a game
iounas
Profile Joined July 2008
409 Posts
April 07 2010 10:36 GMT
#33
Lategame OC is better.. Land cc on new expansion and mass mule calldown = so much easy money..
Chrono is too micro oriented late game.. Boosting upgrades and research is not that easy.. You must come back and do it to every building every 20 sec.. Most people do it just once and forget about it.. It saves around 7 seconds every time you use it so its not worth dedicating the time to do it most of the time.. Now if you could cast 2 chronos for 40 sec or 2 chronos for 100% faster that would make it better.. Maybe tier 2 nexus upgrade
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Arbiter[frolix]
Profile Joined January 2004
United Kingdom2674 Posts
April 07 2010 10:53 GMT
#34
There seems to be a general feeling here that CB is more advantageous early game and OC in the later game but I am not so sure. I was just watching a replay of my most recent loss to marine/marauders and once the terran player's OC was up he was netting between 200 and 350 more minerals per minute than I was without fail from that moment. He was only running one gas but then he only needed one to keep up a continual stream of marines and marauders from three barracks and expanding while I was trying to defend. Interesting.
We are vigilant.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2010-04-07 15:02:38
April 07 2010 11:14 GMT
#35
Mule is good and all. But I'd rather have chrono boost for twice as fast stim or thors or whatever. The strenght of chrono boost is that it makes all protoss units fast build time. Atleast the first time.
threehundred
Profile Joined July 2009
Canada911 Posts
April 07 2010 12:54 GMT
#36
On April 07 2010 10:07 machinus wrote:
Chrono boost accelerates upgrades. This is a really powerful ability that might not have a direct comparison to MULE but nonetheless is still very good for Protoss.


!! good research will lead toss to the top imo
KimTaeyeon MEDIC MU fighting! ^^;;
Kanan
Profile Joined April 2010
United States56 Posts
April 07 2010 14:09 GMT
#37
Sounds like you don't use Chrono Boost enough late game.
georgir
Profile Joined May 2009
Bulgaria253 Posts
April 07 2010 14:53 GMT
#38
Stacking might be allowed if you use two nexuses at once on the same building, but it will not be possible to save max energy on a single nexus then use 4x boost from it. Seems OK to me this way, though i wouldn't care anyway. I don't think it is a needed change.

About it not being as useful late-game - I don't care. It came free with the nexus instead of costing you 150 more minerals, so it should be less useful no? And it still isn't useless too - it is effectively half a production building - whatever one you chose it to be.

I think it would make sense to make it simpler to manage though.
Make it autocast, where you just assign which building should be boosted.
Also make it channeled instead of instant with fixed duration - this way you will not waste energy if you do not have production queued up far enough in the future.
It should regen energy exactly as fast as it is spending it (as it is now i think), so any actual saved energy will be a result of missed production time. Then this saved energy allows you to make up for that missed production time by manually pointing it to a second building that it should boost, or even several other buildings (draining the saved energy faster)

I know this suggestion will anger a lot of people here who value their "leet skillz at marco". It's the old argument about adding pointless complications to force the players to pay more attention. For me pointless is pointless though.
mathemagician1986
Profile Joined February 2010
Germany549 Posts
Last Edited: 2010-04-07 15:49:37
April 07 2010 15:46 GMT
#39
new idea:

have an option of "increases probe gather/movement speed by x% on the selected Nexus" while costing 1 energy/sec. Basically, this would allow a protoss to have more than the normal 16 probes on 8 mineral patches in order to maximise mining efficiency. Depending on the "x" (I don't know which numbers would be needed) one could make it, that maybe 20 probes would saturate a base at full mining efficiency, while the 1 energy/sec would make it a lasting effect.

I feel that protoss are at full mining capacity very quickly when CB the nexus. This idea would allow protoss to effectively stay on their base count longer, while keeping mining effeciency high.
oxxo
Profile Joined February 2010
988 Posts
April 07 2010 15:57 GMT
#40
It's pretty obvious OP is toss player (and biased).

Chronoboost your tech. It's extremely good.
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