[D] OC vs chrono boost - Page 5
| Forum Index > StarCraft 2 Strategy |
|
guN-viCe
United States687 Posts
| ||
|
Shroud
Canada26 Posts
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
United States4839 Posts
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. | ||
|
putrio
United States35 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. 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. | ||
|
Squisher
Canada8 Posts
| ||
|
intrigue
Washington, D.C9935 Posts
| ||
|
Uranium
United States1077 Posts
TLDR: If you are using Chronoboost on your warp gates, you're doing it wrong. | ||
|
kme
Serbia176 Posts
On May 26 2010 18:17 iEchoic wrote: 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
Sweden5581 Posts
| ||
|
Hot_Bid
Braavos36400 Posts
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. | ||
|
Louder
United States2276 Posts
| ||
|
Severedevil
United States4839 Posts
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. | ||
|
Morayfire73
United States298 Posts
| ||
|
darmousseh
United States3437 Posts
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. | ||
|
shalafiend
United States62 Posts
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
United States4839 Posts
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 >_< | ||
| ||