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[D] OC vs chrono boost - Page 3

Forum Index > StarCraft 2 Strategy
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Dx Fx
Profile Joined March 2010
Russian Federation85 Posts
Last Edited: 2010-04-07 16:06:49
April 07 2010 16:05 GMT
#41
I'm not sure, but there could be a complete other mechanic for the nexus, which could allow to to warp in anywhere with sight on the map one Gateway unit for 75-100 energy + you need tech for the unit.

Would synergy pretty great with the current Protoss mechanics and would give you mid-late game options instead of boosting whatever
Sn!per
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
April 07 2010 16:11 GMT
#42
If Blizzard is designing Protoss unit production speed, upgrades etc with chrono boost in mind so they adjust the build times to be slower without boost then there is a problem. If not then a good buff will be for boosts to stack.
Paladia
Profile Joined August 2003
802 Posts
April 07 2010 16:16 GMT
#43
The big problem with chrono boost is that is was easy to rush with it. So now all Protoss production is balanced around you chrono boosting to get units out in time. Hence the Chrono boost itself is nearly useless, as the build time was nerfed to compensate.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 07 2010 16:18 GMT
#44
On April 07 2010 10:04 Boardin wrote:
make chrono affect buliding build time.

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


and get 12 zealot rushed in like 8 seconds? no wai bro
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
evotech
Profile Joined June 2009
48 Posts
April 07 2010 16:57 GMT
#45
Mule is 50 energy vs chrono boosts 25 though, important note
Another_Pro
Profile Joined July 2009
United States66 Posts
April 07 2010 18:54 GMT
#46
On April 07 2010 15:30 kickinhead wrote:
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.


Does chronoboost wear/burn off on a gateway even if a unit isn't currently building? If it is still in effect and you are not building a unit then it would be wasting energy, and I'm thinking it would still be hard to macro so you don't waste that energy... I don't have the beta, so I'm just asking...
DuneBug
Profile Joined April 2010
United States668 Posts
April 07 2010 20:07 GMT
#47
I don't think anyone has mentioned that 3-4 OC's have a significant mineral cost. The mules will make up for it, but it's a balancing factor to consider.

Chrono Boost is really strong already, i don't feel like it needs a buff. If it didn't work on research, that'd be different. But the ability to boost upgrades and ability research is amazing.

I've seen the TLO replay and it seems like a bit of a corner case where you will gain a huge advantage late-game just because of that. It's nice to be able to Lift in a CC with 5 scv's loaded to an expo, convert to PF, and drop 5-6 mules in... But this is the most mobile terran gets. Protoss have warp gates and zerg have nydus/creep highway.
TIME TO SAY GOODNIGHT BRO!
Bosko
Profile Joined February 2010
United States155 Posts
April 07 2010 20:35 GMT
#48
What a long winded joke. I'll take chrono + obs and you can have my OC that basically puts me back on par with a toss econ when it finishes.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 07 2010 20:46 GMT
#49
I like it stacking, just because of the diminishing returns from it stacking. If you have like 8 chronoboosts and you use it to pump out a single carrier that much faster... that's fine to me. I can't see it having drastic impacts on balance at all, early or late game. Only thing it could do would make all-ins that much more "all-in" that it previously was, if that makes sense.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 07 2010 23:14 GMT
#50
Chronoboost I think, helps a lot for cramming out counter units in a timely fashion. Like if you went for collusus/sentry/lot and see a mass marauder army, CB makes getting 3 immortals out a lot easier. And althrough OB's can peform multiple tasks, all the energy is spread out, and must be "rationed" between the different abilites. Essentially, protoss in lategame has CB on tap, literally. Going for some 3/3 carrier transition might be useful, or rebuilding an army quickly if some production buidlings have been destroyed. I see no immediate problem with the abilities as is atm.
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 08 2010 02:07 GMT
#51
It would be pretty nice if protoss could chronoboost building a new nexus, so protoss has a better crack at gold minerals.

Boosting pylons would be really bad.

Another neat option would be if you could chronoboost units for a speed/attack upgrade - zealot rage rush :D
Experience is an excellent teacher, but her fees are very high.
Trollfar
Profile Joined April 2010
Sweden22 Posts
April 08 2010 14:23 GMT
#52
I´m not much for 2v2, but wanna learn it. But i know you can Chrono boost your teammates aswell, his uppgrades and production. So if your teammate is Terran you can be very creative what to Chrono Boost ^^.

That does sound amazing to me. I wonder if Queen can make larvas to his partners hatchery or if MULE can harvest for his teammate (tho that would be silly because you can just send resourses ingame)

So yeah Chrono boost is great!
Daerthalus
Profile Joined March 2010
Canada73 Posts
April 08 2010 14:44 GMT
#53
Wow I did not know i could CB a terran's research or unit production.
Trollfar
Profile Joined April 2010
Sweden22 Posts
April 08 2010 16:33 GMT
#54
On April 08 2010 23:44 Daerthalus wrote:
Wow I did not know i could CB a terran's research or unit production.


It probobly work to chrono boost zergs aswell but have only seen it be done with the terrans. but should be the same otherwise its lame
NET
Profile Blog Joined February 2009
United States703 Posts
April 08 2010 16:38 GMT
#55
On April 08 2010 23:23 Trollfar wrote:
I´m not much for 2v2, but wanna learn it. But i know you can Chrono boost your teammates aswell, his uppgrades and production.


They patched that in one of the earlier patches. Its not allowed anymore. Was way too over powered for that reason.

Here's an idea, what if you could use 50-75 energy to create a "Planetary Fortress-esk" Nexus for X amount of time. Or maybe create the immortal's hardened shield affect on itself and its surrounding probes or something again for X amount of time. Just throwing out a random idea.

I do like the shield battery effect though. Maybe increase the energy to 150-200 for the nexus and allow it to shield regen on selected targets as it was in sc1. This would help deal with early game cheese's and help keep your more valuable units alive longer. Similar to the Terran's mass repairing of their Thor's but not as annoying do to the fact your unit needs to be near the nexus for the shield regeneration to take effect.
"Dark Templar are the saviors of the Protoss Race." -Artosis
Trollfar
Profile Joined April 2010
Sweden22 Posts
April 08 2010 16:43 GMT
#56
w00t did they remove the chrono boost your friends ability? xD Doh I did never got the chance to try it out hehehe but yeah it probobly was to awesome.
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-04-08 18:39:37
April 08 2010 17:48 GMT
#57
Chronoboost is very weak and it is supposedly balanced by the fact that it's free. Using CB on anything cuts the duration by 10 seconds, which may seem nice but in reality isn't much. If you take probe construction for example every chronoboost you use basically gives you 10 minerals and that's it (probes generate about 1 mineral per second). Later in the game you can upgrade faster or build faster but the advantage is so small that it's basically not worth the apm. I have seen chrono used so many times for faster upgrade and then upgrade still doesn't get used for minutes after it's finished (so CB was completely worthless). If you want to use it to achieve faster +1,2,3 upgrades you need a lot of money to make it worthwhile and be able to research again as soon as the first one finishes (which is unrealistic), otherwise it will still end up worthless.

Aside from a slight early game economy advantage (still weaker then both mule and queen),currently the only concrete uses are a slightly faster robo production (requires constant building or the advantage disappears), easier rushes or some tech rushes (almost always all in strategies), or sensitive timing strategies (but the advantage is so small and so easily disappears).

Theoretically, CB can be used to achieve multiple small advantages (very dependent on metagame) that may lead to more advantages later but I would not expect those strategies to get refined until at least a few years.

Anyway, my quick suggestion: Make it stackable but only in duration. That is, using a chronoboost on already chronoboosted buildings will extend the duration of the first boost by 20 seconds. This will at least make it easier to use late game, since currently it is not worth the APM.

EDIT: Actually I retract my statement that it is 10 minerals per boost(it would be if you made only one probe). It is actually 10 minerals + 10 minerals for each probe that you get after it (assuming, constant probe production). So if you go standard boost at 11 supply, you will get around around 140 minerals from the first CB, 130 from the second (maybe less this is just a guess). For later boosts I will make a wild guess of 110, 90 and 70, where you stop building probes (I'm not sure about the boost timings, and this is assuming constant probe production until 26 probes are reached). Now assuming that this is roughly correct, this is like 2 mules, after that mules start to outdo CB (when you get expo CB catches up slightly).
Louder
Profile Blog Joined September 2002
United States2276 Posts
April 08 2010 18:04 GMT
#58
When watching a PvT, one can't help but notice the income panel. Protoss being able to sneak out extra probes makes it so the MULE ends up helping the Terran just keep up on 1 base. Yes, there are specific situations where having MULES can be really sick - like dropping 8 on a high yield. But chrono boost used well is at least as potent.

You can chrono boost immortals to have them build faster than marines.
You can use two chrono boost on a colossus and have it build faster than a reaper.
You can use chrono boost on upgrades, on mothership, and so forth.

And when you're not using it on those things, you can always use it to build probes twice as fast. Terrans who rely on MULES heavily are always bad in a long game - they don't have enough SCVs to saturate additional bases and they don't have energy for scans. Protoss can smartly and easily abuse the crap out of both those things.
lololol
Profile Joined February 2006
5198 Posts
April 08 2010 18:38 GMT
#59
You can no longer chrono allies, it was changed a few patches ago. You can chrono boost the buildings of other races, but only if the buildings are your own(i.e. by stealing a worker with an infestor or in a custom map).
I'll call Nada.
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
April 08 2010 18:42 GMT
#60
Give terran CB and give toss OC... then toss will know just how suck OC actually is compared to CB or queen.
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