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[D] OC vs chrono boost - Page 5

Forum Index > StarCraft 2 Strategy
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guN-viCe
Profile Joined March 2010
United States687 Posts
May 26 2010 13:45 GMT
#81
Don't forget the edge you get by mining your base faster. More units and more expansions.
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Shroud
Profile Joined May 2010
Canada26 Posts
Last Edited: 2010-05-26 14:30:00
May 26 2010 14:06 GMT
#82
On April 08 2010 00:46 mathemagician1986 wrote:
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.


Lots of talk about shield regen and mining mechanic changes...

Its called an obelisk, and it was removed from the game:
http://starcraft.wikia.com/wiki/Obelisk

Though I am a terran player, I love all the races, and I wouldn't mind seeing the obelisk come back, at least for the shield/energy regen.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 26 2010 14:39 GMT
#83
I had a random, amusing idea - what if you chrono boosted PYLONS instead of research/unit producing structures? The pylon would distribute its speed enhancement evenly among all the active buildings in its radius, and you'd be able to stack chronos if you had multiple pylons powering the same structure(s). Protoss base construction would be far more intricate.

Anyway, I expect Chrono Boost for economy will be more impressive (PvT) when Protoss establish safe, quick-expanding strategies. (This may require better timing, or larger maps, or maybe it already exists and I'm just ignorant.) Chrono Boost is also quite useful for fast research/upgrades, and on expensive productions facilities such a Robo or Stargate that you'd rather not buy an extra copy of.

Please note there's a hidden efficiency in chronoboosting gateway/robo/stargate units (although NOT in chronoboosting warpgates) instead of buying an extra gateway/robo/stargate: not only do you save the cost of the second production facility (duh), but you also don't have to pay for that extra unit in the queue. If I have two robos + chrono building colossus, instead of three robos without chrono, I'm building colossus at the same pace but I saved 200/100 on the robo and 300/200 on the third colossus in the queue, for a total of 500/300 (and also 6 food). That's not chump change.
My strategy is to fork people.
putrio
Profile Joined May 2010
United States35 Posts
Last Edited: 2010-05-26 15:13:50
May 26 2010 14:52 GMT
#84
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. 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!


I tested this when I was zerg and my ally was protoss - he could *not* chrono my hatchery to speed my queen. I think this is false information, though I will try to test again when I get home, since this was months ago when the beta was still new.
Do or do not, there is no try
Squisher
Profile Joined April 2010
Canada8 Posts
May 26 2010 19:02 GMT
#85
What if a chrono could be stacked, but each stack above the first is only half as effective?
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
May 26 2010 19:12 GMT
#86
added thread tag for you - please familiarize yourself with the strategy forum guidelines here for any future threads you make
Moderatorsloppy little slug
Uranium
Profile Blog Joined May 2010
United States1077 Posts
May 26 2010 19:36 GMT
#87
In the mid-late game I use Chrono Boost almost exclusively on upgrades. As Protoss is a very upgrade-dependent race I find it useful in that regard. Using it on Robotics Facilities significantly increases the production rate of Immortals and Colossi which take forever to build. Ditto on Stargates for Void Rays (or Carriers lol). Not to mention Chronoboosting a Mommaship if you decide to go that route - otherwise she will take forever to build!

TLDR: If you are using Chronoboost on your warp gates, you're doing it wrong.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
kme
Profile Joined March 2010
Serbia176 Posts
May 26 2010 22:03 GMT
#88
On May 26 2010 18:17 iEchoic wrote:
Show nested quote +
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.

If you read my whole post you would have seen the section after "EDIT:" that addresses that part. But it should also be noted that while it makes you earn more money faster, it also forces you to spend it faster, and thus reducing you benefit even further.
nihlon
Profile Joined April 2010
Sweden5581 Posts
May 26 2010 23:18 GMT
#89
I didn't want to start a new thread for this, but can you chrono boost like a zerg ally in a 2v2?
Banelings are too cute to blow up
Hot_Bid
Profile Blog Joined October 2003
Braavos36400 Posts
May 26 2010 23:25 GMT
#90
On May 27 2010 08:18 nihlon wrote:
I didn't want to start a new thread for this, but can you chrono boost like a zerg ally in a 2v2?

No.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
Louder
Profile Blog Joined September 2002
United States2276 Posts
May 26 2010 23:38 GMT
#91
Takes T a lot longer to get natural saturation, and up to that point, the MULE only helps them break even. The effect is amplified in games where both players expand early. Additionally, the faster income through MULE simply leads to faster depletion of minerals in a base, requiring Terran to expand earlier than their counterparts who use only natural saturation on a base.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 27 2010 00:12 GMT
#92
On May 27 2010 08:38 Louder wrote:
Takes T a lot longer to get natural saturation, and up to that point, the MULE only helps them break even. The effect is amplified in games where both players expand early. Additionally, the faster income through MULE simply leads to faster depletion of minerals in a base, requiring Terran to expand earlier than their counterparts who use only natural saturation on a base.

I think you've got it backwards. The faster rate of mining for Terran forces the OTHER player to expand faster than the Terran (before the Terran is at risk of mining out) to keep pace with the Terran economy.

Terran will eventually have to match expansion count since they'll mine out of their main/natural faster, but until they do, N-base terran should be better than N-base Protoss/Zerg, unless the Protoss/Zerg units are more cost effective, which I doubt.
My strategy is to fork people.
Morayfire73
Profile Joined April 2010
United States298 Posts
May 27 2010 00:23 GMT
#93
I like the shield battery idea, I think that with zerg being able to transfuse and terrain repair and heal that this type of ability would be great for protoss, allowing hit and run attacks with shield regeneration in between ex. Immortal drop, then chrono shields to keep up harass.
[Insert witty comment here]
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 27 2010 11:57 GMT
#94
i started protoss and switched to terran recently to try it out and I have to say that mules + scans are waaaaaaay better than being able to chrono boost abilities. Yes I can chronoboost warpgates and get 90 sec gateways, but that only helps in the initial game. Mules are effective at mining all game long and scans are invaluable. Also they are significantly easier to use as terran since the decision is already made. Mules go on minerals, scans are used for scanning, supply is only useful maybe once per game or if you are suddenly supply blocked with 10 barracks and don't have an svc building a depot, but with protoss, every time i use chronoboost I have to make a conscious decision about what i'm using it for and that diverts my attention from other things and since I only have around 40-50 apm, it is significantly more difficult, especially since I have to focus on constantly building warpgate units, using an observer to scout, etc. With terran, I can litterally watch my army almost the entire game while macroing using the minimap to do mule drops during a battle, using f1 to quickly build more supply depots (when the guy stops building the previous supply depot), use a hotkey to quickly mass up a huge army. The only thing I go back to the base for is building a new barracks or factory once in a while or to click on a something to research (since I can't find a shortcut to quickly bring up the tech labs, but probably I should just hotkey it). This means more time microing = better chance at winning. With protoss, I have to constantly return to a pylon to build warpgate units, constantly go back to my base to use chronoboost, i have to invest in a robo bay just to be able to scout effectively (compared to scans). With a low APM player like myself, this means that i spend waaay more time at my base, meaning that I can't react nearly as quickly to enemy attacks or if i do, i take way more harm to my macro then i should have.

Also when experimenting with zerg (i've only played maybe 3-4 games with them) i'm starting to find truly how easy it is to macro with zerg as well, although zerg have the problem of having to decide between drones and units all the time whereas the other two can produce either.
Developer for http://mtgfiddle.com
shalafiend
Profile Joined April 2010
United States62 Posts
May 27 2010 12:35 GMT
#95
this thread is hilarious..chrono boost/mule/larvae inject is pretty much balanced at this point in the game, so don't expect to see anything new pop up, though these ideas will be great in some UMS games. maybe in the future expansions as the races "evolve", there will be some late tier upgrade to chronoboost (stackable/shield regen); as well as some improvements to OC /larvae inject just to balance it out.

balance people- you can't throw out opinions about how chronoboost is weaker compared to other races, when the win/loss ratios are pretty much even.
the CB makes up for its weakness late game, cause protoss can effectively GET to late game sooner than terran (upgrades/units) as a rule, toss should have 1 more base than terran, due to the terran's defensive/turtle capabilities- toss just has to have more units to throw at him.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2010-05-27 13:20:41
May 27 2010 13:14 GMT
#96
Orbital Command vs. Chrono --> Terran gains less from early, rapid expansion than Protoss, as they're slower to saturate and saturation has less impact because of mules. So Terran should opt for 1-2 bases early, while Protoss should opt for 2-3. Seems intuitive, and only imbalanced if both races are very limited in expansion count (Terran-favoring), or both races can expand with absurd ease (Protoss-favoring).

Chrono boost is much harder to macro, particularly in the late game, but that's not necessarily a problem; it just necessitates getting good. And although they don't require as much screen switching, Terran have to macro from as many as 12 different structures (three kinds of CC, three kinds of Barracks, three kinds of Factory, three kinds of Starport) which I certainly wouldn't want to deal with >_<
My strategy is to fork people.
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