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Official State of the Game Podcast Thread - Page 345

Forum Index > SC2 General
54608 CommentsPost a Reply
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Fa1nT
Profile Joined September 2010
United States3423 Posts
Last Edited: 2010-12-08 16:45:48
December 08 2010 16:39 GMT
#6881
Just c-boosting is not what Incontrol is talking about I think.

He means using it when it is needed, on specific thing when they are needed. You can't non-stop boost like you can with injecting and MULEing, but boost is arguably better in that you can pull it out of your sleeve randomly and tech switch really fast or make a large army really fast if you have been saving some boost up.

It's a really complex but really useful ability that will probably take protoss years to fully develop.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-12-08 16:42:39
December 08 2010 16:41 GMT
#6882
On December 09 2010 01:33 GoldenH wrote:
Chronoboost is irrelevant late game for the simple reason of you have more production buildings than you can afford to use. What's the point of chronoboosting a zealot out when all it means is that that one Warp Gate will be out of synch with the other three? It's alright if you still have some upgrades out, but better to save up chronoboosts for when you're rebuilding your army to 200 than brainlessly use it every single time you can on anything.

Midgame you'll need the extra buildings for tech switch. Late game, you just use whatever ones to make the unit mix you want.

But why ? Why not have very refined build that take chronoboost in consideration for how much structure you'll need ? (I know this is not very easy, but that implies that protosses build will evolve for a very long time before reaching perfection imo)

It's a really complex but really useful that will probably take protoss years to fully develop.
hey, exactly.
leecH
Profile Blog Joined September 2010
Germany385 Posts
December 08 2010 16:43 GMT
#6883
On December 09 2010 01:18 Dystisis wrote:
Show nested quote +
On December 09 2010 00:50 leecH wrote:
On December 09 2010 00:46 theqat wrote:
The one Protoss who I always noted Chronoboosting throughout games was Tester, particularly his Forge or Forges


what else you want to chronoboost? the amount of gateways you need in late game is too much to chronoboost constantly. you wont have the money to support as far as i experienced. and when you have already reached your tech you only can boost probes or upgrades. ever seen a protoss maxing out all his upgrades?

i dont think there is magic to the chronoboost that has not discovered yet. if you think different i am more than pleased to know what your thoughts are on this since i want to improve =D

That's not how stuff works.

If you consistently CB your Gateways, you will need less gateways (probably around 1 less Gateway per 5 Gateways if you CB them with two Nexuses -- admittedly I am just pulling numbers out of my ass here but I'd say it's around there somewhere), to produce the same units in the same time for the same cost. However, you'll have money spared from not building the additional Gateway.

The more Nexuses you have and use the CB of, the less Gateways will you need to produce X amount of units for same cost because you can produce out of the existing Gateways faster.

So in the late game, with consistent CB, you will realistically have spared around enough money to build an additional Nexus, all the while having the same sized army as you would otherwise, etc.

A Nexus out of thin air, not bad.


i agree with everything you say.

what i have experienced is that you need actually more gateways than you can afford to produce out of. when playing a zerg in lategame for example, and lets be really honest, when you have a big battle you will not have the time to warp units in and tell them to move to the battle (which is not alwyas that easy lollol). when you loose this battle you will go back to your base an warp in everything you can to defend the attack. this should be a pretty common scenario for protoss players who are behind i guess. so the more gateways you have, even if you cant support them constantly, will maybe safe your ass.

again thats just what i have experienced and struggeld with. i know in a perfect setting this should not happen because you should crush your opponents army.. but hey, you always play against someone who also has a brain.

and where does chronoboost matter in this kind of situation.

of course in the early game it is very important to chronoboost things correctly to avoid additional structures but later i think it just doesnt matter that much anymore. open for advice as always
MrCon
Profile Blog Joined August 2010
France29748 Posts
December 08 2010 16:44 GMT
#6884
I'd really like incontrol to come and give precision to what he exactly meant by "protoss players don't chronoboost".
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
December 08 2010 16:46 GMT
#6885
On December 09 2010 01:18 Dystisis wrote:
Show nested quote +
On December 09 2010 00:50 leecH wrote:
On December 09 2010 00:46 theqat wrote:
The one Protoss who I always noted Chronoboosting throughout games was Tester, particularly his Forge or Forges


what else you want to chronoboost? the amount of gateways you need in late game is too much to chronoboost constantly. you wont have the money to support as far as i experienced. and when you have already reached your tech you only can boost probes or upgrades. ever seen a protoss maxing out all his upgrades?

i dont think there is magic to the chronoboost that has not discovered yet. if you think different i am more than pleased to know what your thoughts are on this since i want to improve =D

That's not how stuff works.

If you consistently CB your Gateways, you will need less gateways (probably around 1 less Gateway per 5 Gateways if you CB them with two Nexuses -- admittedly I am just pulling numbers out of my ass here but I'd say it's around there somewhere), to produce the same units in the same time for the same cost. However, you'll have money spared from not building the additional Gateway.

The more Nexuses you have and use the CB of, the less Gateways will you need to produce X amount of units for same cost because you can produce out of the existing Gateways faster.

So in the late game, with consistent CB, you will realistically have spared around enough money to build an additional Nexus, all the while having the same sized army as you would otherwise, etc.

A Nexus out of thin air, not bad.


yeah its a bit better than one mule from a terran
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-12-08 16:50:55
December 08 2010 16:49 GMT
#6886
For instance in the Tyller vs Idra serie that Tyller won with very refined 2 bases timing pushes, I think he used chrono all the time (for a longer time that most standard builds I mean), and I think that gave him a very good edge.
The guineapig serie when he chrono'ed his 2 nexi for a long time and enter midgame with a very low nexus energy, allowed him to have constant chrono for his midgame push too -> edge too.

Those show that you should try to base your builds assuming constant chronoboosts. (and not only the usual "2 chrono on nexus, then chrono the first zealot/stalker, then all chronos goes to warpgate tech, then....nothing")
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
December 08 2010 17:04 GMT
#6887
Correct me if I'm wrong here but maybe part of the problem is that:

a) chronoboost speeds up production/spends money faster.
b) mules increase income.
c) larvae increase potential production capacity.

Zerg and Toss are at a disadvantage, because they need a strong income to even take advantage of these abilities. And it's harder for a Toss to expand than a Zerg.
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2010-12-08 17:12:43
December 08 2010 17:09 GMT
#6888
On December 09 2010 02:04 Defacer wrote:
Correct me if I'm wrong here but maybe part of the problem is that:

a) chronoboost speeds up production/spends money faster.
b) mules increase income.
c) larvae increase potential production capacity.

Zerg and Toss are at a disadvantage, because they need a strong income to even take advantage of these abilities. And it's harder for a Toss to expand than a Zerg.

This is still a slight misrepresentation, because increased production speed or capacity can still be economically beneficial. That was the point of my last post as well.

With CB for example, you can CB your Gateways and it will lead you to needing less Gateways. In effect, this saves you money. Used correctly, it does not lead to increased spending. That is not even mentioning the fact that it can be used to produce Probes, or can save you money for a Nexus (in the longer run). These two are also true of larvae injection.

That said, Mules have an obvious advantage when it comes to mineral income, but that is also entirely limited to it (this is not considering Supply Drop/Scan, which are both useful but comparatively straight forward advantages).

I would say that both Protoss and Zerg have very complex special mechanics, but Protoss less obviously so.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-12-08 17:17:03
December 08 2010 17:13 GMT
#6889
On December 09 2010 02:04 Defacer wrote:
Correct me if I'm wrong here but maybe part of the problem is that:

a) chronoboost speeds up production/spends money faster.
b) mules increase income.
c) larvae increase potential production capacity.

Zerg and Toss are at a disadvantage, because they need a strong income to even take advantage of these abilities. And it's harder for a Toss to expand than a Zerg.

But not if you time and base your build assuming constant chrono, because in that case it saves you money. And I wouldn't say "Zerg and Toss are at a disadvantage, because they need a strong income to even take advantage of these abilities", because chrono and inject can create income too by accelerating worker production.

edit : said way better by the previous poster
MrCon
Profile Blog Joined August 2010
France29748 Posts
December 08 2010 17:43 GMT
#6890
Just watched foxer vs MC, and no, even the best protoss in the world has his 3 nexii with a lot of energy.
KiNGxXx
Profile Blog Joined August 2010
7928 Posts
December 08 2010 17:44 GMT
#6891
Was there a preshow for the last episode and did somebody recorded it? I searched in the thread but can't find anything.

I'm downloading the episode now and I'm looking forward to listen to it. Keep up your great work guys! I wish there would be a daily podcast. I hate my daily travel by train without listen to SotG.

Love SotG! ♥
MKP|Maru|TaeJa|Mvp|Polt|INnoVation|GuMiho|Bomber|GoOdy|TeamTerran
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
December 08 2010 18:09 GMT
#6892
I just recently made thread about chronoboost on the strategy forum (don't go read it, its terrible). Anyways its made me come to the conclusion that the best way to use chronoboost is to boost the things that take the longest to make (or take the most chronoboosts to finish*). If an upgrade or spell upgrade or unit takes more than 1 chronoboost to effectively get it out, I think you can more efficiently use it throughout the game. The main things being upgrades and units like the carrier, colos, or voidray. What Geoff might have been suggesting is that protoss players just blindly use their chronoboost up once you have a bunch of energy saved up, instead of saving it for a specific purpose in the mid/late game.

So if your having trouble keeping up unit production while you chrono your warpgates, maybe you should try to get +1 attack instead . Or yeah, like someone else said, just get less gateways...
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-08 18:35:58
December 08 2010 18:30 GMT
#6893
On December 09 2010 01:41 MrCon wrote:
Show nested quote +
On December 09 2010 01:33 GoldenH wrote:
Chronoboost is irrelevant late game for the simple reason of you have more production buildings than you can afford to use. What's the point of chronoboosting a zealot out when all it means is that that one Warp Gate will be out of synch with the other three? It's alright if you still have some upgrades out, but better to save up chronoboosts for when you're rebuilding your army to 200 than brainlessly use it every single time you can on anything.

Midgame you'll need the extra buildings for tech switch. Late game, you just use whatever ones to make the unit mix you want.

But why ? Why not have very refined build that take chronoboost in consideration for how much structure you'll need ? (I know this is not very easy, but that implies that protosses build will evolve for a very long time before reaching perfection imo)


Chronoboost can only be of very limited help anyway.

- Chronoboost can't help with tech switch, as all Protoss techs switches are reliant on building speeds.

- If you just want a bigger army, it's better to chronoboost out more probes and get another production building. (Exception: Zealot or Phoenix or dual stalker rush, you can get a critical number of zealot/stalkers off 2 gateways or phoenix off 1 starport than by getting more production structures. )

- Chronoboost CAN help with getting some upgrades faster (the notable exception to the rule is hallucination, never CB that).

- Chronoboost CAN help if you need a specific unit out ASAP (Getting that first zealot, sentry or stalker out is a big one) or for a timing push (I have for instance a build where I get the fastest possible warp prism to harass Zerg. I have a build where I delay getting Colossus and then CB them out of 3-4 Robos at once. I used to CB VRs out but now they're lol.)

I mean if I've found these uses, I'm sure all the pros have too. There will be no kewl discovery of new things to do with CB unless blizzard changes the game to introduce new uses for CB.

Almost all this stuff happens in the first 5 minutes, and everyone agrees, it's only late game where Protoss' lets CB store up, and I'm saying, that's because the only use once you have enough probes (that always happens 12 minutes in) is to CB all your structures at once to rebuild your army ASAP after a fight.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Ruthless
Profile Joined August 2008
United States492 Posts
December 08 2010 18:43 GMT
#6894
I just wanted to say that the last two episodes were just what i wanted to hear. As a former competitive player hearing someone tell the mlg guy how insanely wrong he is was great. He literally had no answers and said next year will probably dissapoint on multiple levels lol. Then the next episode we only had either entertaining people or people with a clue so the discussion was lively and qll around good. I love having artosis idra sean and incontrol. I feel like their dynamic makes the kind of podcast thats interesting instead of hearing unit stats and boring arguement presentations that i generally disagree with .
Dr.Frost
Profile Joined April 2009
United States389 Posts
December 08 2010 18:46 GMT
#6895
I know this is going to get buried and no one will read it, I didn't want to make a whole new thread just to get this up. Maybe if someone from SOTG wants to pass this recommendation on to the TL admin's if they think it is a good idea.

Idea for the TL forums. A ranking system. Not based on the amount of posts, or even the quality of posts, but rather just based on the most recent post. At the bottom right of each post in a thread, add a + and - sign so if readers think someone is trolling or being rude and not actually helping in the discussion, then the posts will be minimized into just a small link that says something like this 'This post has been down ranked, click to read'. This way, everyone can still post, and if there is something everyone in the thread hates it won't be there on the front of the page. It will just get minimized and if people still want to see what they specific person had to say they just need to click the link. This used to be the system they used on Engadget, but they have changed their commenting system recently. I cannot really give a link to any examples of this so hopefully my description makes some sense.
They are here to right our fall, they have heard someones troubled call???
Dystisis
Profile Joined May 2010
Norway713 Posts
December 08 2010 18:59 GMT
#6896
On December 09 2010 03:30 GoldenH wrote:
Show nested quote +
On December 09 2010 01:41 MrCon wrote:
On December 09 2010 01:33 GoldenH wrote:
Chronoboost is irrelevant late game for the simple reason of you have more production buildings than you can afford to use. What's the point of chronoboosting a zealot out when all it means is that that one Warp Gate will be out of synch with the other three? It's alright if you still have some upgrades out, but better to save up chronoboosts for when you're rebuilding your army to 200 than brainlessly use it every single time you can on anything.

Midgame you'll need the extra buildings for tech switch. Late game, you just use whatever ones to make the unit mix you want.

But why ? Why not have very refined build that take chronoboost in consideration for how much structure you'll need ? (I know this is not very easy, but that implies that protosses build will evolve for a very long time before reaching perfection imo)


Chronoboost can only be of very limited help anyway.

- Chronoboost can't help with tech switch, as all Protoss techs switches are reliant on building speeds.

- If you just want a bigger army, it's better to chronoboost out more probes and get another production building. (Exception: Zealot or Phoenix or dual stalker rush, you can get a critical number of zealot/stalkers off 2 gateways or phoenix off 1 starport than by getting more production structures. )

- Chronoboost CAN help with getting some upgrades faster (the notable exception to the rule is hallucination, never CB that).

- Chronoboost CAN help if you need a specific unit out ASAP (Getting that first zealot, sentry or stalker out is a big one) or for a timing push (I have for instance a build where I get the fastest possible warp prism to harass Zerg. I have a build where I delay getting Colossus and then CB them out of 3-4 Robos at once. I used to CB VRs out but now they're lol.)

I mean if I've found these uses, I'm sure all the pros have too. There will be no kewl discovery of new things to do with CB unless blizzard changes the game to introduce new uses for CB.

Almost all this stuff happens in the first 5 minutes, and everyone agrees, it's only late game where Protoss' lets CB store up, and I'm saying, that's because the only use once you have enough probes (that always happens 12 minutes in) is to CB all your structures at once to rebuild your army ASAP after a fight.

You are just seeing one side of the effect of Chronoboost, as I have been saying, consistently Chronoboosting just any Gateway building (or any fighting-unit production building) necessitates less of that building type. This is not a "discovery", but a subtle effect that will result in needing less Gateways (or other production building) for the same army size, potentially saving you hundreds of minerals in any given game to be spent in expanding your economy or army further.

Another way to say it: It will make your production buildings (Gateways, Robos, Stargates) more effective, so if you need X amount of units over 5 minutes, it will take less production buildings to produce that. This frees up money to be spent on economy and even bigger army production down the line.
yamato77
Profile Blog Joined October 2010
11589 Posts
December 08 2010 19:01 GMT
#6897
On December 09 2010 03:46 Dr.Frost wrote:
I know this is going to get buried and no one will read it, I didn't want to make a whole new thread just to get this up. Maybe if someone from SOTG wants to pass this recommendation on to the TL admin's if they think it is a good idea.

Idea for the TL forums. A ranking system. Not based on the amount of posts, or even the quality of posts, but rather just based on the most recent post. At the bottom right of each post in a thread, add a + and - sign so if readers think someone is trolling or being rude and not actually helping in the discussion, then the posts will be minimized into just a small link that says something like this 'This post has been down ranked, click to read'. This way, everyone can still post, and if there is something everyone in the thread hates it won't be there on the front of the page. It will just get minimized and if people still want to see what they specific person had to say they just need to click the link. This used to be the system they used on Engadget, but they have changed their commenting system recently. I cannot really give a link to any examples of this so hopefully my description makes some sense.

I think the admins have enough control over the site, it doesn't need to devolve into youtube with users ranking each other's posts. They do a fine job moderating and weeding out horrible posters. This kind of thing seems incredibly irritating on a forum where heated debates occur and one side is staunchly against the other. Having one side downvote your post so no one else sees your points would feel bad if you spent 20-30 minutes writing up a good argument, only to have biased users ruin it.
Writer@WriterYamato
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
December 08 2010 19:07 GMT
#6898
On December 09 2010 02:09 Dystisis wrote:
Show nested quote +
On December 09 2010 02:04 Defacer wrote:
Correct me if I'm wrong here but maybe part of the problem is that:

a) chronoboost speeds up production/spends money faster.
b) mules increase income.
c) larvae increase potential production capacity.

Zerg and Toss are at a disadvantage, because they need a strong income to even take advantage of these abilities. And it's harder for a Toss to expand than a Zerg.

This is still a slight misrepresentation, because increased production speed or capacity can still be economically beneficial. That was the point of my last post as well.

With CB for example, you can CB your Gateways and it will lead you to needing less Gateways. In effect, this saves you money. Used correctly, it does not lead to increased spending. That is not even mentioning the fact that it can be used to produce Probes, or can save you money for a Nexus (in the longer run). These two are also true of larvae injection.

That said, Mules have an obvious advantage when it comes to mineral income, but that is also entirely limited to it (this is not considering Supply Drop/Scan, which are both useful but comparatively straight forward advantages).

I would say that both Protoss and Zerg have very complex special mechanics, but Protoss less obviously so.


Thank you, you are, of course right.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-08 19:09:49
December 08 2010 19:08 GMT
#6899
On December 09 2010 03:59 Dystisis wrote:
Show nested quote +
On December 09 2010 03:30 GoldenH wrote:
On December 09 2010 01:41 MrCon wrote:
On December 09 2010 01:33 GoldenH wrote:
Chronoboost is irrelevant late game for the simple reason of you have more production buildings than you can afford to use. What's the point of chronoboosting a zealot out when all it means is that that one Warp Gate will be out of synch with the other three? It's alright if you still have some upgrades out, but better to save up chronoboosts for when you're rebuilding your army to 200 than brainlessly use it every single time you can on anything.

Midgame you'll need the extra buildings for tech switch. Late game, you just use whatever ones to make the unit mix you want.

But why ? Why not have very refined build that take chronoboost in consideration for how much structure you'll need ? (I know this is not very easy, but that implies that protosses build will evolve for a very long time before reaching perfection imo)


Chronoboost can only be of very limited help anyway.

- Chronoboost can't help with tech switch, as all Protoss techs switches are reliant on building speeds.

- If you just want a bigger army, it's better to chronoboost out more probes and get another production building. (Exception: Zealot or Phoenix or dual stalker rush, you can get a critical number of zealot/stalkers off 2 gateways or phoenix off 1 starport than by getting more production structures. )

- Chronoboost CAN help with getting some upgrades faster (the notable exception to the rule is hallucination, never CB that).

- Chronoboost CAN help if you need a specific unit out ASAP (Getting that first zealot, sentry or stalker out is a big one) or for a timing push (I have for instance a build where I get the fastest possible warp prism to harass Zerg. I have a build where I delay getting Colossus and then CB them out of 3-4 Robos at once. I used to CB VRs out but now they're lol.)

I mean if I've found these uses, I'm sure all the pros have too. There will be no kewl discovery of new things to do with CB unless blizzard changes the game to introduce new uses for CB.

Almost all this stuff happens in the first 5 minutes, and everyone agrees, it's only late game where Protoss' lets CB store up, and I'm saying, that's because the only use once you have enough probes (that always happens 12 minutes in) is to CB all your structures at once to rebuild your army ASAP after a fight.

You are just seeing one side of the effect of Chronoboost, as I have been saying, consistently Chronoboosting just any Gateway building (or any fighting-unit production building) necessitates less of that building type. This is not a "discovery", but a subtle effect that will result in needing less Gateways (or other production building) for the same army size, potentially saving you hundreds of minerals in any given game to be spent in expanding your economy or army further.

Another way to say it: It will make your production buildings (Gateways, Robos, Stargates) more effective, so if you need X amount of units over 5 minutes, it will take less production buildings to produce that. This frees up money to be spent on economy and even bigger army production down the line.



Sure you can cut out gateway, but if I will offer you a choice, you can either have 3 probes and 5 gateway, or 4 gateway, and be even in production... what will you choose?


Put another way we can think of it like this, each CB gives you 10 seconds of free building time, but it takes 45 seconds to get enough energy for that building time. In order to get a free building you will need 4.5 Nexus' energy to get a free building of any kind, you need at least 2 buildings to take advantage of this.

So if I want to have a free gateway I have to have 4+ nexus sitting around not doing anything.. That's late game, when I don't need another gateway. I needed that gateway in midgame, so that's when I built it, then late game, I already have the building, so what am I going to use my chrono boosts on? Nothing, until I get maxed, lose my army, and have to rebuild it and then I can build out of all my buildings & even then I gain from chrono boost.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
December 08 2010 19:14 GMT
#6900
On December 09 2010 04:01 yamato77 wrote:
Show nested quote +
On December 09 2010 03:46 Dr.Frost wrote:
I know this is going to get buried and no one will read it, I didn't want to make a whole new thread just to get this up. Maybe if someone from SOTG wants to pass this recommendation on to the TL admin's if they think it is a good idea.

Idea for the TL forums. A ranking system. Not based on the amount of posts, or even the quality of posts, but rather just based on the most recent post. At the bottom right of each post in a thread, add a + and - sign so if readers think someone is trolling or being rude and not actually helping in the discussion, then the posts will be minimized into just a small link that says something like this 'This post has been down ranked, click to read'. This way, everyone can still post, and if there is something everyone in the thread hates it won't be there on the front of the page. It will just get minimized and if people still want to see what they specific person had to say they just need to click the link. This used to be the system they used on Engadget, but they have changed their commenting system recently. I cannot really give a link to any examples of this so hopefully my description makes some sense.

I think the admins have enough control over the site, it doesn't need to devolve into youtube with users ranking each other's posts. They do a fine job moderating and weeding out horrible posters. This kind of thing seems incredibly irritating on a forum where heated debates occur and one side is staunchly against the other. Having one side downvote your post so no one else sees your points would feel bad if you spent 20-30 minutes writing up a good argument, only to have biased users ruin it.


How about if downvoting doesn't minimize a post, but calls a moderators attention to it?
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