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[D] Viability of extra Nexus/OC?

Forum Index > StarCraft 2 Strategy
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Negative Zero
Profile Joined January 2011
United States63 Posts
January 23 2011 08:52 GMT
#1
The idea of a macro hatchery for greater unit production is not a new one, but that is natural with Zerg's unique unit production system. Something I find myself wondering about, though, is the feasibility of a Protoss or Terran player building an extra worker-production structure in the main.

There are two main reasons for this: One, this gives great insurance against economic harass because it doubles the rate at which the player can replenish their worker count. Two, it gives another source of Chronoboost, or in the case of Terran, extra MULEs and Scans.

The cost is fairly obvious - 400 minerals is a lot to throw out for a 'just in case' situation (losing workers to harass). However, increased worker production is useful throughout the game, and MULEs would pay off the cost quite quickly. Chronoboost is not as easy to quantify into a mineral value, but having a 100% increase in the number of Chronoboosts available (or a 50% increase if you're on two bases) should help a lot with upgrades, or getting valuable units (colossi, emergency observers) out faster.

I came across this idea a few weeks back, when I realized that despite the importance of saturating their bases, Protoss and Terran players are restricted by the speed of their Nexus or Command Center to produce workers. If a Hellion runby takes out six workers, you can't quickly replenish them the way Zerg can. I suppose the argument is slightly weaker for Protoss than for Terran, who gets a great benefit from a Command Center even without SCV production. Regardless, I have not seen this used by any player, ever, and I'm not entirely sure why. Is 400 minerals really so much that it isn't worth a faster saturation of your third base, or replacement after harass, or another source of Chronoboost?

Unfortunately I do not have any replays of success using this particular technique; it is pure theorycraft at this point. If anyone has a replay of a player using this, I'll edit it into the OP. Otherwise, discuss! Lambast the idea, debate its utility, or whatever you feel is appropriate. For any number-crunching needs, below is a link for mining speed references.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
January 23 2011 09:00 GMT
#2
For OCs, it is usually done temporarily prior to lifting off to the natural and such. Protoss generally don't do it since it'll take a long time to justify its cost especially since it depends heavily on you to use its chronoboosts. Additionally it cuts into your mineral supply, slowing down your actual building tech (You can't chronoboost that lol)

For Extra OCs, try to refer to the Griffin 4 OC base push guide or similar.

Regarding Cost, what is 400 minerals worth of units or tech (Assume you already have gas for it) at each part of the stage? Two extra tanks with a marauder could save you the game. It couldn't. Again, we have to determine the opportunity cost of those 400 minerals if you want to add those extra OC / Nexus.
I live by the LoL
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
January 23 2011 09:02 GMT
#3
There was another thread on this even today:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=186829

Use the search function to find out if similar threads exist ... they do.
I think esports is pretty nice.
Negative Zero
Profile Joined January 2011
United States63 Posts
January 23 2011 09:07 GMT
#4
On January 23 2011 18:02 Saechiis wrote:
There was another thread on this even today:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=186829

Use the search function to find out if similar threads exist ... they do.


Ouch... and here I thought I kept better track of this stuff. My bad.
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