Would synergy pretty great with the current Protoss mechanics and would give you mid-late game options instead of boosting whatever

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Dx Fx
Russian Federation85 Posts
Would synergy pretty great with the current Protoss mechanics and would give you mid-late game options instead of boosting whatever ![]() | ||
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Jimmy Raynor
902 Posts
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Paladia
802 Posts
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fulmetljaket
482 Posts
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 | ||
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evotech
48 Posts
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Another_Pro
United States66 Posts
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... | ||
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DuneBug
United States668 Posts
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. | ||
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Bosko
United States155 Posts
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FabledIntegral
United States9232 Posts
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Chronopolis
Canada1484 Posts
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MeditationError
Australia60 Posts
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 | ||
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Trollfar
Sweden22 Posts
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! | ||
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Daerthalus
Canada73 Posts
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Trollfar
Sweden22 Posts
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 ![]() | ||
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NET
United States703 Posts
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. | ||
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Trollfar
Sweden22 Posts
hehehe but yeah it probobly was to awesome. | ||
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kme
Serbia176 Posts
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). | ||
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Louder
United States2276 Posts
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. | ||
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lololol
5198 Posts
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EGLzGaMeR
United States1867 Posts
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