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[D] Switching between gateways and warpgates - Page 7

Forum Index > SC2 General
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LagT_T
Profile Joined March 2010
Argentina535 Posts
June 22 2010 19:15 GMT
#121
I, as some said, also think that this cool as fuck but will be used only on a need basis.
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
STS17
Profile Joined April 2010
United States1817 Posts
June 22 2010 19:18 GMT
#122
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


Very interesting, so 20% is 20% even though it effects two things
Platinum Level Terran - Take my advice from that perspective
gerundium
Profile Joined June 2010
Netherlands786 Posts
Last Edited: 2010-06-22 19:22:38
June 22 2010 19:22 GMT
#123
anyone think this might be highly effective for a 2 gate timing push with Stalker / zealot vs Z?
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-06-22 19:56:52
June 22 2010 19:29 GMT
#124
For those wondering about the chronoboost, I don't have exact numbers but in concept the only thing that matters is WHEN you use the chronoboost. Chronoboosting before you use the warpgate would not be optimal for this tactic.

Supposing you chronoboost before you warp, timeline;
Chronoboost -> Warp in -> WG-GW
With this method, you just lost about 5seconds of the chronoboost effecting both production (Gateway AND Warpgate cooldown) times equally

If you want to maximize in a general way, with this tactic, try this;
Warp-in unit, start WG-GW swap, Chronoboost once your zealots have been started at the GATEway.

Ok,so, same thing, different order, but you will effectively get your extra zealots out a lot (~17seconds vs. 33) faster and your warp gate cooldown will be done before the Zealot is done, BUT you just saved yourself ~10 seconds waiting for the Zealot so it effectively cut time by 5-10seconds.

The largest problem concerning chronboost with this tactic is the 2 transformation periods, 3 seconds from gateway to warpgate and 10 for warpgate to GW. Another reason why chronoboosting the gateways seems more reasonable with this tactic.

If someone could run the numbers for this I'd appreciate it, I don't think I am wrong or off by much.

Players able to withstand the intense micro can really make a lot larger forces then your opponent would expect. If you go 3 gate robo, you can most definitely squeeze in 6-12 extra zealots before your immortal/collosus push. Effectively equal to a 4 or 5 gate, with the exception those extra units will be zealots and not stalkers or sentrys.

Edit: Using chronoboost can actually get you out sentrys and stalkers from your gateways when making HT/DT. 45second WG cooldown for HT/DT, 35 with chrono started once gateway begins production, stalker or sentry is out in 42 seconds, 32 with chrono. You'd have an overlap of ~10seconds for the 2 transformations, but with 3 warp gates youd have 3 extra units compared to 1 extra if you stayed all warpgate. It would take ~20seconds more with warpgates to reach the same unit count/comp.

Chronoboost, just like the Warpgate, takes off 10 seconds from build time.

"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Qwertify
Profile Joined September 2008
United States2531 Posts
June 22 2010 19:39 GMT
#125
Sounds quite feasible since I know pro players, from looking at their replays, will often hotkey tech buildings about half a minute before the reserach finishes, and then while checking every few seconds when they can, to start the next research immediately.

Obviously this strategy is good for early to mid game play. Late game it might just be better to add a gate and use your APMs on other more effective matters.
CJ Entusman #24
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
June 22 2010 19:55 GMT
#126
In my own theorycrafting I started taking out certain numbers such as build time and unit count and noticed a few things that seem to be overlooked thus far in this thread. I admit its been a less than complete analysis while I'm waiting on an experiment to finish, but I figured I wasn't the only one with these thoughts / questions, and I'd love someone to explain it to me if I'm just missing something.

All of these tests have ignored a very simple, yet vitally important concept. Regardless of production rate, all of these units still have standard unit cost. These extra produced units are not "free" unless your macro has slipped and you have excess resources to begin with. If you have excess resources I suggest improving other areas of your macro, it'll have bigger effects than this.


Here is an example, one of the simplest situations I considered. Your doing a 4 gate all in push using all 4 gates. You have army X at Y minutes. Now compare it to doing the equivalent push using this technique. Regardless of travel time or anything else, the simple fact of the matter is the only advantage of the warpgate shuffle (great name btw) is an extra 150 or 300 minerals.

Don't get me wrong, this additional amount of resources can have a huge impact, especially since it is available somewhat early in the build. However, no matter how long you continue to shuffle, you'll still only ever have the extra 150 or 300 resources, which makes sense considering you'll be a little more vulnerable early game until the shuffle catches up production wise. If you spend the extra resources on non gateway tech realize you won't have the resources to maintain unit production past what you normally could if you actually had the number of warpgates the shuffle is simulating. If you let down on shuffle production before catching up to the production of increased warpgate count, then your not actually shuffling, your just using a fewer gate opening.

So while the numbers are good for some "oooh"s and "ahhh"s, why isn't this thread trying to flesh out a new build order that makes use of the extra resources? It'd be fun to know exactly what time the shuffle catches up to 4 gate production so it can push with its hard earned extra 1.5 or 3 zealots. Considering that gateway units need to be the focus into the midgame, another build order to find would be squeezing out an earlier twilight council for faster charge or blink while still having full unit production.

Writer
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-06-22 20:18:48
June 22 2010 20:02 GMT
#127
+ Show Spoiler +
On June 23 2010 04:55 TrueRedemption wrote:
In my own theorycrafting I started taking out certain numbers such as build time and unit count and noticed a few things that seem to be overlooked thus far in this thread. I admit its been a less than complete analysis while I'm waiting on an experiment to finish, but I figured I wasn't the only one with these thoughts / questions, and I'd love someone to explain it to me if I'm just missing something.

All of these tests have ignored a very simple, yet vitally important concept. Regardless of production rate, all of these units still have standard unit cost. These extra produced units are not "free" unless your macro has slipped and you have excess resources to begin with. If you have excess resources I suggest improving other areas of your macro, it'll have bigger effects than this.


Here is an example, one of the simplest situations I considered. Your doing a 4 gate all in push using all 4 gates. You have army X at Y minutes. Now compare it to doing the equivalent push using this technique. Regardless of travel time or anything else, the simple fact of the matter is the only advantage of the warpgate shuffle (great name btw) is an extra 150 or 300 minerals.

Don't get me wrong, this additional amount of resources can have a huge impact, especially since it is available somewhat early in the build. However, no matter how long you continue to shuffle, you'll still only ever have the extra 150 or 300 resources, which makes sense considering you'll be a little more vulnerable early game until the shuffle catches up production wise. If you spend the extra resources on non gateway tech realize you won't have the resources to maintain unit production past what you normally could if you actually had the number of warpgates the shuffle is simulating. If you let down on shuffle production before catching up to the production of increased warpgate count, then your not actually shuffling, your just using a fewer gate opening.

So while the numbers are good for some "oooh"s and "ahhh"s, why isn't this thread trying to flesh out a new build order that makes use of the extra resources? It'd be fun to know exactly what time the shuffle catches up to 4 gate production so it can push with its hard earned extra 1.5 or 3 zealots. Considering that gateway units need to be the focus into the midgame, another build order to find would be squeezing out an earlier twilight council for faster charge or blink while still having full unit production.



Well, I think its really hard to say how much extra resources you will have at whatever point and it will usually differ per-game some what. Yea, people haven't looked at whether you'd have the extra resources but I think this tactic is one for using up all those extra minerals when you can. Also, if you were going to stick with this tactic for your strategy, you will likely want to drop 1 gateway/warpgate from the build as you'd have 1 zealot and sentry/stalker from each gateway in about the same time you'd just have the 1 sentry/stalker. (chronoboost is definitely necessary for this to work on anything but HT/DT)

However, I would like to see more in-depth analysis so we can actually see indeed how viable and potent this tactic is.

Edit: This tactic continually seems to be really effective in any matter when you have the chronoboost to spend on the GW's.

Depending on the unit composition you're shuffling, there will be a compounding 5-10seconds of unused Warpgate production for anything not HT/DT into extra unit from gateway. But this is still worth it, need you the zealots, as you will also have a compounding bonus zealot number. So the viability inevitably boils down to needing Zealots or using Warpgates to warp in HT/DT.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
June 22 2010 21:17 GMT
#128
Why will resources vary based on different games if you're going the same build? Its a theoretical argument exploring "perfect" timing, but this technique isn't really going to apply to players who through a combination of errors suddenly realizes they have enough extra resources for a couple of zealots. They should probably worry about cleaning up the rest of their play a little bit before practicing this.


For shuffling to be useful you need to be making a lot of gateway units with constant production, otherwise you're not actually chipping away at the warpgate cooldown, you're just increasing the apm needed to produce the same number of units. If you switch from gateway units to another tech before you've made enough shuffled units to catch up to normal warp gate production, once again you've only managed to make standard play more difficult.


So given optimal playing ability you can still only produce as much as you can spend, as shown by the 1 base 4 gate push. It can be all in-ish because there is little to no accumulation of resources if unit production remains constant, therefore no expansions or tech unless you stop your push. By exchanging the 4gate for 3 gate shuffle you provide the player an additional 150 minerals and an equal size army somewhere down the line. The delay in catching up to the production an additional warpgate would provide may do more harm than good should the investment of your opponents tech or expansion pay off by then.


Based on numbers earlier up in the thread, it appears that you need to produce at least 5 cycles of units with the transition in order for a single shuffling gateway to outproduce a normal warpgate. That is only to exceed itself, something like 135% production, so to actually equate to an additional gateway you'd need 3 gateways shuffling for 8 or so cycles (remember you need to make up ALL of the units an extra gateway would've provided in that time).

Chronoboost overlap and mixed unit compositions can help bring that number of cycles down, but I'd like to point out how late in the game this is. Shuffling can only occur after warpgate tech is completed. While the upgrade is very often started as soon as the cybernetics core finishes, this still means that a shuffle can't begin to make up for lost production until the heart of the early game. I am not at home and cannot test this right now, but I hardly believe the shuffle will catch up to production in time for a bolstered early game push, if anything you're slightly weaker militarily speaking, so once again the only advantage present here comes back to the 150 minerals you did not have to spend on a gateway earlier.

If someone can find a use for this 150 minerals which establishes some advantage that synergizes with the constant warpgate production, it'll be an incredible technique which offers a unique opening. Perhaps 2 gate shuffle into a slightly faster expansion if a normal 2 gate into expansion suffered from an unnecessarily large early game army but still needed that many gateway units in the mid game?
Writer
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-22 21:32:22
June 22 2010 21:18 GMT
#129
[image loading]

Mathy goodness.

Those are all of the different unit combinations you can do in a 2-unit cycle with the timings involved. T = Templar (DT/HT), S = Stalker/Sentry and Z = Zealot

Basically what its saying, as an example (2nd line), if you build a Templar unit from the Warp Gate, switch to a GW and build a Sentry, you'll have access to that Sentry 5 seconds sooner than had you done it with WGs alone. You'll also be able to build, and access a 3rd unit (whatever it is, it'll take 5 seconds to 'deploy' from this point) 22 seconds earlier via Shuffling than had you just used Warp Gates.

So, if you start with a Sentry or Templar in the Shuffle rotation, you'll get the 3rd unit 9 or 22 (respectively) seconds quicker than just WGs. If you start with a Zealot in the Shuffle rotation, you're not gaining anything (regardless of what the 2nd unit is).

If you keep building units of the same type (S-S, Z-Z or T-T), the second one is always going to be ACCESSIBLE 8 seconds later (13 seconds to flip back and forth between building types, minus 5 seconds of time you save from the warp-in), but the third one will always be quicker if you started with a Sentry or Templar.

And if you build units of the following combos: T-S, T-Z or S-Z (i.e. longer build-time unit followed by a shorter build-time one), you're ALWAYS going to get access to that second unit quicker, AS WELL as quicker access to the 3rd unit.

The math:

Overlap = Build Time (2nd unit) + 13 - Cooldown (1st unit)

Access to 2nd unit: WG = Place a unit, wait on cooldown, place another one, wait on warp-in = Cooldown + 5

Access to 2nd unit: Shuffle = Swap to gateway, build the second unit = Build Time (2nd unit) + 3

Access to 3rd unit: WG = Place a unit, wait on cooldown, place another, wait on cooldown, place another = 2x(Cooldown) + 5

Access to 3rd unit: Shuffle = 2nd unit built, swap to Warp Gate, place 3rd unit, wait on warp-in = Access to 2nd unit: Shuffle + 15
Cofo
Profile Blog Joined June 2010
United States1388 Posts
June 22 2010 21:32 GMT
#130
Thanks to all of you posting the test results in this thread. I've long suspected that there's a benefit from switching back and forth but I've just been too lazy to figure out for myself exactly what/how large it was.

I think it'll be really interesting to see how this evolves at high level play. I kind of doubt it will become the norm, but perhaps it will be seen somewhat regularly. If a lot of people start using it, I'm really hoping Blizzard won't patch it out, because that seems like something they would do. Although I'm not sure why else they would allow warpgates to be converted backwards if they didn't see this coming.
+ Show Spoiler +
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-06-22 21:44:08
June 22 2010 21:34 GMT
#131
+ Show Spoiler +
On June 23 2010 06:18 Bibdy wrote:
[image loading]

Mathy goodness.

Those are all of the different unit combinations you can do in a 2-unit cycle with the timings involved. T = Templar (DT/HT), S = Stalker/Sentry and Z = Zealot

Basically what its saying, as an example (2nd line), if you build a Templar unit from the Warp Gate, switch to a GW and build a Sentry, you'll have access to that Sentry 5 seconds sooner than had you done it with WGs alone. You'll also be able to build, and access a 3rd unit (whatever it is, it'll take 5 seconds to 'deploy' from this point) 22 seconds earlier via Shuffling than had you just used Warp Gates.

So, if you start with a Sentry or Templar in the Shuffle rotation, you'll get the 3rd unit 9 or 22 (respectively) seconds quicker than just WGs. If you start with a Zealot in the Shuffle rotation, you're not gaining anything (regardless of what the 2nd unit is).

If you keep building units of the same type (S-S, Z-Z or T-T), the second one is always going to be ACCESSIBLE 8 seconds later (13 seconds to flip back and forth between building types, minus 5 seconds of time you save from the warp-in), but the third one will always be quicker if you started with a Sentry or Templar.

And if you build units of the following combos: T-S, T-Z or S-Z (i.e. longer build-time unit followed by a shorter build-time one), you're ALWAYS going to get access to that second unit quicker, AS WELL as quicker access to the 3rd unit.


Tyvm, very helpful. I knew the stalker/sentry could work also.


+ Show Spoiler +
On June 23 2010 06:17 TrueRedemption wrote:
Why will resources vary based on different games if you're going the same build? Its a theoretical argument exploring "perfect" timing, but this technique isn't really going to apply to players who through a combination of errors suddenly realizes they have enough extra resources for a couple of zealots. They should probably worry about cleaning up the rest of their play a little bit before practicing this.


For shuffling to be useful you need to be making a lot of gateway units with constant production, otherwise you're not actually chipping away at the warpgate cooldown, you're just increasing the apm needed to produce the same number of units. If you switch from gateway units to another tech before you've made enough shuffled units to catch up to normal warp gate production, once again you've only managed to make standard play more difficult.


So given optimal playing ability you can still only produce as much as you can spend, as shown by the 1 base 4 gate push. It can be all in-ish because there is little to no accumulation of resources if unit production remains constant, therefore no expansions or tech unless you stop your push. By exchanging the 4gate for 3 gate shuffle you provide the player an additional 150 minerals and an equal size army somewhere down the line. The delay in catching up to the production an additional warpgate would provide may do more harm than good should the investment of your opponents tech or expansion pay off by then.


Based on numbers earlier up in the thread, it appears that you need to produce at least 5 cycles of units with the transition in order for a single shuffling gateway to outproduce a normal warpgate. That is only to exceed itself, something like 135% production, so to actually equate to an additional gateway you'd need 3 gateways shuffling for 8 or so cycles (remember you need to make up ALL of the units an extra gateway would've provided in that time).

Chronoboost overlap and mixed unit compositions can help bring that number of cycles down, but I'd like to point out how late in the game this is. Shuffling can only occur after warpgate tech is completed. While the upgrade is very often started as soon as the cybernetics core finishes, this still means that a shuffle can't begin to make up for lost production until the heart of the early game. I am not at home and cannot test this right now, but I hardly believe the shuffle will catch up to production in time for a bolstered early game push, if anything you're slightly weaker militarily speaking, so once again the only advantage present here comes back to the 150 minerals you did not have to spend on a gateway earlier.

If someone can find a use for this 150 minerals which establishes some advantage that synergizes with the constant warpgate production, it'll be an incredible technique which offers a unique opening. Perhaps 2 gate shuffle into a slightly faster expansion if a normal 2 gate into expansion suffered from an unnecessarily large early game army but still needed that many gateway units in the mid game?


This is a perfect technique for someone who made errors and has extra resources, how is it not? Ok, if they made the errors they probably can't handle the micro but that's not always true.

Also, even if you're doing the same build, you may not be using the same units each time. Obviously if you're doing the SAME EXACT build and strategy you shouldn't have any large variance in your resources but aside from that 1 scenario you'd have a different amount of resources.

I pointed out earlier that people emphasizing using this tactic for early game isn't as formidable because there aren't really much extra resources, but in % comparison in effectiveness, producing 1 or 2 extra zealots early game is probably comparable to a lot more Zealots later on. The effectiveness of the GW shuffle never really changes, unless you are not constantly producing, but I don't see why you would use this tactic if you did not need the extra production, so that really doesn't matter.

"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Bibdy
Profile Joined March 2010
United States3481 Posts
June 22 2010 21:39 GMT
#132
On June 23 2010 06:32 Cofo wrote:
Thanks to all of you posting the test results in this thread. I've long suspected that there's a benefit from switching back and forth but I've just been too lazy to figure out for myself exactly what/how large it was.

I think it'll be really interesting to see how this evolves at high level play. I kind of doubt it will become the norm, but perhaps it will be seen somewhat regularly. If a lot of people start using it, I'm really hoping Blizzard won't patch it out, because that seems like something they would do. Although I'm not sure why else they would allow warpgates to be converted backwards if they didn't see this coming.


I don't see it getting removed. You're always cockblocked by resource income and supply, no matter how much you want to spam units and you kind of have to plan in advance what units you're going to get.

It doesn't give you an immediate benefit the moment you decide to use it. You're only going to see gains if you're building units in certain combinations (and you might not always want HTs or DTs) or if you're constantly pumping units. If you're using that constant unit pumpage during an assault, this is just a reward for having the skill the keep switching things back and forth, while fighting.
BOOWOO
Profile Joined March 2010
United States83 Posts
Last Edited: 2010-06-22 21:45:55
June 22 2010 21:40 GMT
#133
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


I'm not a math guy (English Grad), but it seems like Chronoboost wouldn't provide a significant extra benefit for the Templar/Zealot shuffle because the cool down time from the Templar warp and build time for the Zealot are already optimally streamlined.

However, if you wanted to fit in a Stalker or Sentry after the Templar, it seems like using Chronoboost on those would help get the unit out of the Gateway quicker, so little to no Warp Gate time is wasted. (Because the Stalker/Sentry would finish closer to Zealot timing, giving it the optimal Zeal/Temp shuffle timing)

Here's how I see Chronoboost being used most effectively:

Warp in Templar > Change to Gateway > Chronoboost Stalker/Sentry > Change to Warpgate > Repeat

OR

Warp in Stalker > Change to Gateway > Chronoboost Zealot > Change to Warp Gate > Repeat

Does this make sense?

This all depends on something I may have missed. Does chronoboost speed up the Warpgate cooldown even if the it is in Gateway mode? If that's the case then it won't make a difference.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 22 2010 21:43 GMT
#134
On June 23 2010 06:40 BOOWOO wrote:
Show nested quote +
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


I'm not a math guy (English Grad), but it seems like Chronoboost wouldn't provide a significant extra benefit for the Templar/Zealot shuffle because the cool down time from the Templar warp and build time for the Zealot are already optimally streamlined.

However, if you wanted to fit in a Stalker or Sentry after the Templar, it seems like using Chronoboost on those would help get the unit out of the Gateway quicker, so little to no Warp Gate time is wasted. (Because the Stalker/Sentry would finish closer to Zealot timing, giving it the optimal Zeal/Temp shuffle timing)

Does this make sense?

This all depends on something I may have missed. Does chronoboost speed up the Warpgate cooldown even if the it is in Gateway mode?


Shouldn't be too difficult to test. Build a Templar, then spam CB on it while you're building the Zealot. If the HT cooldown is NOT finished when its finished turning back into a WG, then you know that CB does NOT affect the HT cooldown in the background. If the cooldown is finished, then you know it does.
BOOWOO
Profile Joined March 2010
United States83 Posts
Last Edited: 2010-06-22 21:51:26
June 22 2010 21:50 GMT
#135
On June 23 2010 06:43 Bibdy wrote:
Show nested quote +
On June 23 2010 06:40 BOOWOO wrote:
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


I'm not a math guy (English Grad), but it seems like Chronoboost wouldn't provide a significant extra benefit for the Templar/Zealot shuffle because the cool down time from the Templar warp and build time for the Zealot are already optimally streamlined.

However, if you wanted to fit in a Stalker or Sentry after the Templar, it seems like using Chronoboost on those would help get the unit out of the Gateway quicker, so little to no Warp Gate time is wasted. (Because the Stalker/Sentry would finish closer to Zealot timing, giving it the optimal Zeal/Temp shuffle timing)

Does this make sense?

This all depends on something I may have missed. Does chronoboost speed up the Warpgate cooldown even if the it is in Gateway mode?


Shouldn't be too difficult to test. Build a Templar, then spam CB on it while you're building the Zealot. If the HT cooldown is NOT finished when its finished turning back into a WG, then you know that CB does NOT affect the HT cooldown in the background. If the cooldown is finished, then you know it does.


I would test it, but I don't have anything to run in the beta right now. If anyone wants to take it up, that would be awesome

Off topic question: Can you still run things like QXC's BO tester even though the beta is down?
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-06-22 22:10:53
June 22 2010 21:52 GMT
#136
On June 23 2010 06:40 BOOWOO wrote:
Show nested quote +
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


I'm not a math guy (English Grad), but it seems like Chronoboost wouldn't provide a significant extra benefit for the Templar/Zealot shuffle because the cool down time from the Templar warp and build time for the Zealot are already optimally streamlined.

However, if you wanted to fit in a Stalker or Sentry after the Templar, it seems like using Chronoboost on those would help get the unit out of the Gateway quicker, so little to no Warp Gate time is wasted. (Because the Stalker/Sentry would finish closer to Zealot timing, giving it the optimal Zeal/Temp shuffle timing)

Here's how I see Chronoboost being used most effectively:

Warp in Templar > Change to Gateway > Chronoboost Stalker/Sentry > Change to Warpgate > Repeat

OR

Warp in Stalker > Change to Gateway > Chronoboost Zealot > Change to Warp Gate > Repeat

Does this make sense?

This all depends on something I may have missed. Does chronoboost speed up the Warpgate cooldown even if the it is in Gateway mode? If that's the case then it won't make a difference.


From what I see in the quoted post, there is a huge difference (contrary to what he said) in times on the chrono'd GATEway which is expected, however there is a 30s difference in the "gate shuffle", those 30 seconds are coming from the 3 chronoboosts, whether they are effecting the gateway AND warpgate is unknown, but chronoboost does take 10seconds off production so it makes sense here that it doesn't, but he said ~30 so hard to tell. Regardless you will have the units out quicker and your transformation started if chrono just worked on the GATEway. I HIGHLY doubt chronoboost does not effect WG cooldown while it is a GW, but its possible.

Edit: What you have to consider (even if chrono doesn't work on both)is that if you finish your Zealot earlier using chronoboost, you can switch the Gateway to a Warpgate earlier, negating overlap time.

However, either way, you are correct, chronoboosting after the warp and transformation is ideal, I talked about that a little bit in an earlier post.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-22 21:55:18
June 22 2010 21:54 GMT
#137
On June 23 2010 06:50 BOOWOO wrote:
Show nested quote +
On June 23 2010 06:43 Bibdy wrote:
On June 23 2010 06:40 BOOWOO wrote:
On June 23 2010 03:55 Geiko wrote:
Tested it myself regarding chronoboost:
One full cycle for building 3HT + 3Zeal (begins with operational warpgate and ends with operational warpgate.

Gateshuffle : ~130 secs
Normal WG ~190 secs

ratio : 1.46

Chronoed Gateshuffle : ~100secs
Chronoed Normal WG : ~145sec

ratio 1.45

I screwed up here and there but, the ratio (Gateshuffle)/(NormalWG) seems overall unafected by chronoboosting


I'm not a math guy (English Grad), but it seems like Chronoboost wouldn't provide a significant extra benefit for the Templar/Zealot shuffle because the cool down time from the Templar warp and build time for the Zealot are already optimally streamlined.

However, if you wanted to fit in a Stalker or Sentry after the Templar, it seems like using Chronoboost on those would help get the unit out of the Gateway quicker, so little to no Warp Gate time is wasted. (Because the Stalker/Sentry would finish closer to Zealot timing, giving it the optimal Zeal/Temp shuffle timing)

Does this make sense?

This all depends on something I may have missed. Does chronoboost speed up the Warpgate cooldown even if the it is in Gateway mode?


Shouldn't be too difficult to test. Build a Templar, then spam CB on it while you're building the Zealot. If the HT cooldown is NOT finished when its finished turning back into a WG, then you know that CB does NOT affect the HT cooldown in the background. If the cooldown is finished, then you know it does.


I would test it, but I don't have anything to run in the beta right now. If anyone wants to take it up, that would be awesome

Off topic question: Can you still run things like QXC's BO tester even though the beta is down?


Yeah, just open the map editor, load up the level and hit File -> Test, or something like that.

Probably quicker to make a custom map that gives you a couple of Nexus' with full energy, though
brocoli
Profile Joined February 2010
Brazil264 Posts
Last Edited: 2010-06-22 22:10:44
June 22 2010 22:06 GMT
#138
The fact that it affects both the cooldown and the production time means it will retain its 20% effectiveness. If it affected only one of them, it would be less effective than a normal CB. Not the opposite.
(in the sense that "since it affects 2 timers when you CB a WarpGateWay, it should be twice as effective" - this is wrong, it will obviously affect the mean build time by 20%)


You ARE though taking more out of that chronoboost, since CBs last a fixed duration of time, and your WGW production time is more efficient than your WG production time. (20% of awesome for N seconds is better than 20% of nice for N seconds)
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-06-22 22:31:42
June 22 2010 22:30 GMT
#139
Where I really think this mechanic is going to shine is long games where armies were 200/200 or near cap for some time / resources are stockpiled and the P has just lost a battle and therefore a good number of infantry. Using the shuffle method you could replenish your forces much much faster, and in pro level play those 9-22 seconds could mean the difference between defending the counter attack, and not. Another time this would be great is in a case where the P army is hard countered (most likely in PvP) and you can shuffle-in a corresponding counter (for example Dark Templar Stalker Army > Immortal Zealot Army > Stalker Sentry Army) in many cases having Stalker Sentry beaten by Immortal Zealot can result in a counter attack that simply comes to quickly to defend. The extra time saved by doing the shuffle could sometimes make the difference in having DTs out faster. Of course DTs aren't the best counter to Immortal/Zealot - VRs are, but DTs are the best gate/warp level counter available but of course this is mostly just an example.
i-bonjwa
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
June 22 2010 22:58 GMT
#140
On June 23 2010 06:18 Bibdy wrote:
+ Show Spoiler +

Also, even if you're doing the same build, you may not be using the same units each time. Obviously if you're doing the SAME EXACT build and strategy you shouldn't have any large variance in your resources but aside from that 1 scenario you'd have a different amount of resources.

I pointed out earlier that people emphasizing using this tactic for early game isn't as formidable because there aren't really much extra resources, but in % comparison in effectiveness, producing 1 or 2 extra zealots early game is probably comparable to a lot more Zealots later on. The effectiveness of the GW shuffle never really changes, unless you are not constantly producing, but I don't see why you would use this tactic if you did not need the extra production, so that really doesn't matter.



I agree exact unit composition varies from game to game, but that has zero effect on unit cost. The only difference between shuffling production and standard warpgates using one more gateway is 150 saved minerals vs time. The efficiency of shuffling never changes, but neither does the efficiency of one more warpgate if you're not limited by cost of unit production.

I still don't think this concept is useless though. Shuffling can offer a unique level of gateway production in a more standardized opening. If early pressure is not a concern, shuffled 2 gate would act like a 2.5 gate opening, saving 150 minerals to offer an earlier tech or expansion. The way shuffling needs to be thought about is what could I do with 150 minerals right now if I know I want roughly 3 gate production a little later on. Do notice however that you will have to pay more earlier with shuffling than your normally would if you just added a third game later in the build order. These are some very specific requirements but the subtitles it provides I feel could have great potential if applied appropriately.

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