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[D] OC vs chrono boost - Page 4

Forum Index > StarCraft 2 Strategy
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stevemcc
Profile Joined April 2010
United Kingdom9 Posts
May 26 2010 08:41 GMT
#61
I no this is an old thread but is there any way u can chrono boost when u are away from ur base.?? I always have to double tap hotkey for say robo then hot key for nex and hit c.It would be a lot easier sometimes if i could do it without having to go back to base.

I no i can do it in the left mini map but its very hard to find the right building to do it on.
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
May 26 2010 08:51 GMT
#62
As a protoss user, I approve of any buff to protoss. Chronoboost should be able to recharge unit energy/shield at an increased rate, like recharging templar energy. Also, mothership should cost energy only, should be cloaked, and also have a temporary psi field as one of its abilities.
Turn off the radio
PhoenixM1
Profile Joined January 2010
United States178 Posts
May 26 2010 09:00 GMT
#63
I really like chrono boost. I like the versatility it has in the early game. Instead of focusing it on economy like you see the terrans doing constantly with MULES you can use it to get early upgrades, or units if you're planning some sort of 2 gate build. Chrono boost is always kicking ass for productions.
=/
Rucky
Profile Joined February 2008
United States717 Posts
May 26 2010 09:10 GMT
#64
Unless you plan to stay on 2 bases forever and never expand more than that then there will always be a use for chrono boost. When you have 4 bases they are never fully saturated. You can chrono boost upgrades every 20 seconds and finish them extremely fast. If you never reached 3/3/3 protoss than there is still room for chrono boost to work.
Beyond the Game
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-05-26 09:18:23
May 26 2010 09:17 GMT
#65
On April 09 2010 02:48 kme wrote:
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).


That math is extremely flawed. You're also clearing the queue so another probe can be made faster, earning you more resources because every single probe thereafter will be made ahead of when it normally would be. You're actually increasing the rate of your gathering which will increase the amount of your gathering every second the game continues on.

For example, if you chronoboosted 3 probes, and probes take 30 seconds to make (don't know what actual value is), you now at all times have 1 more probe. If you play for an additional 5 minutes afterwards, that is going to make you an additional 240 resources.
vileEchoic -- clanvile.com
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
May 26 2010 09:19 GMT
#66
Saturation exactly is the point which makes the OC imo much better then the chrono boost:
- OC's are build INSTEAD of scv's so they LOWER the speed at which a terran base gets saturated -> terrans can expo slower
- chrono boost QUICKENS the production of probes -> protoss need to expo faster

I don't agree with that. Mules mines 30 per cargo trip, Terran is going to mining out faster than Protoss IMO. Especially since when P reaches saturation he can stop chrono boosting his nexus and use it on his other buildings, but T is constantly putting energy in to his economy because the Mules are constantly dying off, and as long as he had a decent number of SCVs(maybe 1.5 per patch) those 30 mineral cargo trips are going to dry out the minerals very fast, assuming you use it evenly on the mineral patches. No matter how many probes Protoss has, he is still taking 5 minerals per trip.

Protoss will reach saturation quicker, but when Terran catches up he is going to run dry faster.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
May 26 2010 09:23 GMT
#67
Good example of "the grass is always greener" syndrome. As a Terran player, I would KILL to trade my OC for a chronoboost. Just getting an OC costs 150 minerals and the additional cost of tying up your base, and then all mules do is catch you back up and mine you out faster. Mules are also pretty much worthless once you're saturated. Scan is expensive to use in place of a mule.
vileEchoic -- clanvile.com
lolreaper
Profile Joined April 2010
301 Posts
May 26 2010 09:23 GMT
#68
On April 09 2010 03:42 Lz wrote:
Give terran CB and give toss OC... then toss will know just how suck OC actually is compared to CB or queen.

this
~ava
Profile Blog Joined October 2009
Canada379 Posts
May 26 2010 09:32 GMT
#69
I'm sure someone has suggested this already (+ don't play beta) but being able to "power surge" toss buildings would be awesome... except it would make one of your pylons explode. That would be cool + help your warpgates out.
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
May 26 2010 10:02 GMT
#70
On May 26 2010 18:32 ~ava wrote:
I'm sure someone has suggested this already (+ don't play beta) but being able to "power surge" toss buildings would be awesome... except it would make one of your pylons explode. That would be cool + help your warpgates out.

what do you mena by power surge? Is this the stacking chronoboost idea again?

Whatever you do to balance it stacking chronoboost is always going to suck cos it would make stuff like 6-gate double boosted zealot rushes possible
iounas
Profile Joined July 2008
409 Posts
May 26 2010 10:06 GMT
#71
CB is stupid because they also nerf build times to equalize..
They nerfed gateway build time because chrono zealots come fast.. nerfed observers, immortal times because of chrono..

And also this:
carrier build time : 120sec
battlecruiser: 90sec
is there a reason for this? Yes there is.. P player can come back 3 times every 20sec to that stargate and use chrono on that carrier and it will be 90sec..

Orbital gives you money, chrono gives you what - equal build times?

By the midgame my nexuses are full of energy.. I just dont know what to use them on.. I dont want to boost warpgates as I miss their cooldown anyway, I just build more of them..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2010-05-26 10:32:12
May 26 2010 10:31 GMT
#72
Once you reach saturation MULEs are much better since you're just getting bonus income that protoss can't possibly get without expanding again.

And chrono boosting production doesn't make up for the fact that they have less units.

not imba or anything though.
My. Copy. Is. Here.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
May 26 2010 10:58 GMT
#73
(noob question) what is the effect of chrono boosting a warpgate? reduce time to warp in by a second or two? or reduce cooldown??

I was under the assumption that it didn't have any effect once you upgraded the gateway since there isn't a blue bar on the building.

Thanks for dispelling my ignorance.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
excess
Profile Joined May 2010
Germany24 Posts
May 26 2010 11:05 GMT
#74
imo main strengths of cb are the ability to get early tech advantage (e.g. upgrades, fast voidray), ability to techswitch and to get fast counterunits (e.g. some immortals against roach or stalker, some aa against muta or banshee) and ability to replenish ur army very fast, so u can do one very concentrated and sustained push, so u are able to overpower an enemy with better eco than u, because for small amount of time u can produce faster.

if u can cronoboost buildtime of buildings it will be like getting fast carrier or colosses instead of fast voidray, or dt timingpush at 4th minute. u will get t3 units before zerg gets t2. and it will make cannonrush unstopable!
stacking cbs? i dont know if that makes sence if u can for some time spit t3 units out faster then t1. it will tend toss to funy tactic like build 6 nexusses and to make unstoppable pushes till enemy is broken.

one thing i think would be nice for cb. and it where qeueing of cb. so if u put second cb on the same building, then cb will last 20 sec longer instead of 20 sec from now on.
non-purchasable
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-05-26 11:32:38
May 26 2010 11:32 GMT
#75
--- Nuked ---
crate
Profile Blog Joined May 2009
United States2474 Posts
May 26 2010 11:34 GMT
#76
On May 26 2010 19:58 mlbrandow wrote:
(noob question) what is the effect of chrono boosting a warpgate? reduce time to warp in by a second or two? or reduce cooldown??

Reduces the cooldown.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
Last Edited: 2010-05-26 12:26:20
May 26 2010 12:14 GMT
#77
On April 07 2010 16:16 zomgzergrush wrote:
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.


So what are the drawbacks of an OC? In fakt, none of these abilities (Quenn, OC, CB) do have drawbacks, they are only different usefull in different circumstances.

I like the Mothership idea, because I think it would be fun to see more Motherships. But I think the best idea would be to stack it like other described (just adding the time, not macking it even faster). So in lategame u should put all your CB's an your Robos und use your APM for something more important (or even build a Mothership relatively fast )
~ava
Profile Blog Joined October 2009
Canada379 Posts
May 26 2010 12:21 GMT
#78
On May 26 2010 19:02 shawabawa wrote:
Show nested quote +
On May 26 2010 18:32 ~ava wrote:
I'm sure someone has suggested this already (+ don't play beta) but being able to "power surge" toss buildings would be awesome... except it would make one of your pylons explode. That would be cool + help your warpgates out.

what do you mena by power surge? Is this the stacking chronoboost idea again?

Whatever you do to balance it stacking chronoboost is always going to suck cos it would make stuff like 6-gate double boosted zealot rushes possible


I just thought it would be neat if you could use a pylon to "power surge" so that buildings in its range "power up" for a short time. Except the pylon explodes, maybe damages your buildings/units too. It would only be useful in late game because once the pylon is exploded your buildings would be unpowered unless there were others near by.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 26 2010 12:42 GMT
#79
On April 07 2010 11:35 TheYango wrote:
Show nested quote +
On April 07 2010 09:50 Markwerf wrote:
As a result protoss needs a 2nd, 3rd and 4th way faster then terran as to keep their mining efficiency. This effect gets even worse as terran can balance out the mineral use over bases by using MULES at their newest bases so both deplete at nearly the same time. Games that go late thus give terran's a tremendous advantage in the expansion game.
Added to this is the fact that terran bases that are depleted can fly to new bases while nexi at depleted bases are nearly useless. Also terran has effectively a bigger supply cap as they easily have 10 scv's worth in OC's while toss actually have the probes taking supply.

I would argue that this is intentional. Blizzard probably liked the dynamic in Starcraft 1 PvT where Protoss has to stay ahead on bases to match the Terran's army. Likely, this was Blizzard's attempt in part to preserve that dynamic.

Ironically, PvT in SC2 has nothing to do with PvT in SC1 at all.
You want 20 good men, but you need a bad pussy.
imbecile
Profile Joined October 2009
563 Posts
May 26 2010 13:04 GMT
#80
You could also argue that queens are useless late game.

You got enough hatcheries and drones already and you build more high cost units anyway, so you don't need spawn so much.

The creep is already all over the map, so you don't need that either.

And transfusing at the front line, where it is needed, is cumbesome at best with the queen speed.

The strongest aspect of chrono boost, apart from kick starting your economy, is it can speed up upgrades. Something that is not as easily accomplished by adding more research buildings, especially the first upgrades on a specific building.

But, Queens and Chrono Boost help you with both sides of the game: bolstering income, and making use of it.

The OC helps only with the income side. But that it does better than the other two.
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