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On January 14 2011 16:47 kinetic_skink wrote:Show nested quote +On January 14 2011 13:21 roymarthyup wrote: chronoboost increases the building power of a building by 50% for its duration
what this means is if a building is CONSTANTLY CHRONOBOOSTED it can produce 1.5 of a unit in its buildtime instead of 1
what that means is you can build 3 pheonix in the time it takes to build 2 pheonix assuming the stargate is constantly chrono boosted
3 pheonix is 105 seconds
2 pheonix builds in 70 seconds
so with constant chronoboost you can make 3 pheonix in 70 seconds, giving each one a buildtime of 23.333 seconds . so 35 seconds became 23.333 seconds. This means using chronoboost on a pheonix DOES NOT shave 10 seconds off its building time, in reality a fully chronoboosted pheonix gets 11.666 seconds shaved off its building time
this means in if you keep a building chronoboosted for 70 seconds, it shaved off 35 seconds of building time
do different units cause different results. lets compare
1 carrier builds in 120 seconds. so with chronoboost you can make 3 carriers in 240 seconds. this means a carrier is a 80 second buildtime with constant chronoboost. this means a fully chronoboosted carrier gets 40 seconds shaved off its building time
that means when you keep a building chronoboosted for 240 seconds for carriers, it shaved off 40x3=120 seconds of building time
so it seems chronoboost gives a specific percentage of buildtime being shaved off for how long a building is chronoboosted. If a building is chronoboosted for X seconds it shaves off 1/2x building time. So that means if you keep a building chronoboosted for 70 seconds it shaved off 35, or if you keep it chronoboosted for 240 seconds it shaved off 120
but each chronoboosted unit is fully chronoboosted gets more or less time shaved off to build depending on its buildtime. a gets 11.666 seconds of its buildtime shaved off if you chronoboost it No - You're wrong. How can so many people here be so bad at maths. 10 seconds is correct like many people said already. If you did your example correction the 70 chonoboosted seconds would take 3.5 chronoboosts to achieve. So to get the 35 seconds reducuction you mention takes 3.5 chronoboosts (Not 3) 35/3.5 = 10 So a single chronoboost reduces build times by 10 seconds (As have been repeated over and over). Your calculation was just wrong.
No, YOU'RE wrong (or rather, you're arguing the wrong point). Here, let me put, in bold, the claim that he's making.
what this means is if a building is CONSTANTLY CHRONOBOOSTED it can produce 1.5 of a unit in its buildtime instead of 1
followed by
each chronoboosted unit is fully chronoboosted gets more or less time shaved off to build depending on its buildtime. a (phoenix) gets 11.666 seconds of its buildtime shaved off if you chronoboost it (constantly)
You see, his point isn't that one chrono boost saves 11.66 seconds. His point is that if you constantly chrono boost a Phoenix, you ACTUALLY save 11.66 seconds (which is accurate and true). CB once, save 10 seconds, CB the final 5 seconds of build time, and you save 1.66 seconds. If you constantly CB a stargate while building phoenix, you build each phoenix in 23.34 seconds. If you build 3 Phoenix at 23.34 seconds, you build them in 70.02 seconds.
The build time of a Phoenix is originally 35 seconds. MEANING, you can build 3 phoenix in the same amount of time it takes to build 2. WHY? Because when you increase the production speed of a building by 50%, that's the same as saying that the building produces at 1.5x the production rate. And the last time I checked my math skills, 1.5 x 2 = 3.
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On January 14 2011 20:15 Regentropfen wrote:Show nested quote +On January 14 2011 16:47 kinetic_skink wrote:On January 14 2011 13:21 roymarthyup wrote: chronoboost increases the building power of a building by 50% for its duration
what this means is if a building is CONSTANTLY CHRONOBOOSTED it can produce 1.5 of a unit in its buildtime instead of 1
what that means is you can build 3 pheonix in the time it takes to build 2 pheonix assuming the stargate is constantly chrono boosted
3 pheonix is 105 seconds
2 pheonix builds in 70 seconds
so with constant chronoboost you can make 3 pheonix in 70 seconds, giving each one a buildtime of 23.333 seconds . so 35 seconds became 23.333 seconds. This means using chronoboost on a pheonix DOES NOT shave 10 seconds off its building time, in reality a fully chronoboosted pheonix gets 11.666 seconds shaved off its building time
this means in if you keep a building chronoboosted for 70 seconds, it shaved off 35 seconds of building time
do different units cause different results. lets compare
1 carrier builds in 120 seconds. so with chronoboost you can make 3 carriers in 240 seconds. this means a carrier is a 80 second buildtime with constant chronoboost. this means a fully chronoboosted carrier gets 40 seconds shaved off its building time
that means when you keep a building chronoboosted for 240 seconds for carriers, it shaved off 40x3=120 seconds of building time
so it seems chronoboost gives a specific percentage of buildtime being shaved off for how long a building is chronoboosted. If a building is chronoboosted for X seconds it shaves off 1/2x building time. So that means if you keep a building chronoboosted for 70 seconds it shaved off 35, or if you keep it chronoboosted for 240 seconds it shaved off 120
but each chronoboosted unit is fully chronoboosted gets more or less time shaved off to build depending on its buildtime. a gets 11.666 seconds of its buildtime shaved off if you chronoboost it No - You're wrong. How can so many people here be so bad at maths. 10 seconds is correct like many people said already. If you did your example correction the 70 chonoboosted seconds would take 3.5 chronoboosts to achieve. So to get the 35 seconds reducuction you mention takes 3.5 chronoboosts (Not 3) 35/3.5 = 10 So a single chronoboost reduces build times by 10 seconds (As have been repeated over and over). Your calculation was just wrong. well, his calculation is not plain wrong, he just didnt account for the duration of a CB. A CB shaves off 1/2x building time. Insert CB-Duration (20 secs) and voila, 10 secs reduction...
You kinda got it. What CB does is build 1.5 times faster. That's not the same as saying it shaves off 1/2 the building time. It actually shaves 1/3 off the building time. If your claim were true, it would be possible to creat 4 phoenix in the time it takes to make 2, but in reality, it's only possible to make 3 phoenix in the time it takes to make 2. 6 in the time to 4, 9 in time to make 6, and so on.
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lol - not a lot of future engineers in this thread and a few people that need to go back to school and take some pre-calc classes.
With that said, I've been working on a new build for ZvP in which I go back to 14 hatch/14 pool(been 14 pool, 16 hatch) with less fear of cannons at the choke. I've been getting a quick gas after that and instantly getting lair going on my main as soon as possible, and producing my 2 queens from the expansion.
Even with the delayed queens I make back up the larva because the early lair lets me spread some early creep between bases so I save that early creep tumor and been injecting instead(spreading creep w/ a 3rd queen).
At that point, with the fast lair been scouting with some lings or an OL. If it looks fast phoenix/stargate I throw the spire down and go corrupter/speed ling and get +1 on the lings. If it looks like gateways, throw the hydra den down. Very ling heavy either way.
Have to get a pretty early 2nd gas as well to support the tier 2 gas needs.
I'll report back, so far getting some timings down but it seems like it has potential.
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I play random (lower master league), and I have tried using phoenix openings against zerg... errrr... I've been largely ineffective. I dunno, maybe I just suck.
When I play zvp, I rarely see anyone else use phoenix... I dunno why. I'm not much of a muta user so maybe that's why (I prefer mass roach/hydra with good creep spread and corruptors if I have to).
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Also, totally anecdotal and more of a question, but I was so used to see superearly 1/2 zealot 1 stalker pressure before the patch came out, and now it seems every game where they go for 4 fast phoenix I don't see that early stalker. I'm not a toss but does that 50 gas really make such a difference (or is it saved chronos for your 4 fast phoenix?)? Cause that early harass was powerful and the fact that its missing now seems to be very telling to me...
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On January 14 2011 21:16 ch4ppi wrote: Many people seem to think that Z units dont cost gas.... produce muta fast and in multiple nr... if u have good macro ure always at around 0 gas... and produce your mutas just like P produce Phoenix, only slower
Don't zergs usually stockpile gas for exactly this reason? Often in ZvPs I'm amazed at how my opponent can build up a critical mass of mutas and dominate the air even when I have 4-6 phoenix at the start of the dogfights. If he's going muta-ling, every hundred gas can become a muta, no? (As far as gas spent on units go, I mean. Obviously upgrades and tech cost gas too.)
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On January 14 2011 19:56 Rizell wrote: I actually think this change made a huge effect. A toss that goes a 1/1/1 build (gate,cyber,stargate) and waits and chronoes out 4 phoenix (critical number to kill a queen in 1 gravitation beam) will is so much deadlier.
This usually attacks the zerg around the time his lair just finished. Its hard to scout since its easy to hide 1 stargate and those 4 phoenix are done sligthly after the 6min mark.. and even if u manage to scout it and you have 3 queens and a evo chamber almost finished. IT WILL do alot of damage to the zerg. Before 1.2 those 4 phoenix would come 40 seconds later.. enough time for you to have a hydra den up.
Now the amount of damage those 4 phoenix will do allows the toss to immidiatly put down a robo and expand, that robo even allowes him to have 1-2 collosi out in time for your hydra counter ( was a good followup before).
I dont know what to do to counter this shit, NO it dosent kill me, but it lets the protoss enter the midgame with mapcontrol, better eco, and better tech. A huge advantage. Sure there are blind counters to this, by going early pressure or blind evo chamber.. but those things have no room in a normal build at higher level play.
1 gate 1 stargate +1 air weapons was my go-to PvZ build, although I'm not active on the ladder anymore. I would pump a small ground force (mostly Zealots) and use it to support my air force, if the Zerg didn't have enough Zerglings to force me to defend with them instead, and pump Phoenix or Phoenix with a Void Ray.
I believe that Zerg players should build many Queens, and place one Spore Crawler beneath each hatchery, where the units spawn (NOT in the mineral line) and possibly an additional Crawler covering the walking space between the main and natural. Spore Crawlers are cheap, do good damage at good range, cannot be lifted, and defeat Void Rays one-on-one. You'll note the mineral line is left somewhat vulnerable; that's fine. If Protoss wants to lift your drones, and he has enough air units to overpower your Queens... let him lift your drones. At 50 mana for a 50 mineral unit, he's not really winning out.
Hydralisks are tempting because they kill Phoenix so quickly, and if you get a proper ball you can walk up to Protoss's base and JUST FUCKING KILL HIM. However, they're expensive and extremely vulnerable to Phoenix sniping. If you build them before you have secured your airspace with Queen or Queen/Spore, they will be lifted as they pop and you will lose.
I'm also pretty sure it's worthwhile for Zerg to maintain a dozen or so Speedlings, to threaten Protoss and keep him from expanding or ground-attacking you without first committing to a significant ground force.
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Seems to me a lot of people in this thread are missing the point of Phoenix. Sure, you can go kill some chobo toss who has no idea what he's doing. But in the hands of a skilled player, Phoenix are an insane and viable harass option.
FFE into Two Star is probably the best build at the moment. My own variation includes two Gates before Gases/Core but after Nexus/1 Cannon to add a pressure option to your FE build as well as some additional safety from Ling/Baneling all ins. A Zerg seeing two gateways producing at your nat is more than likely to build more Zerglings/Spines than needed, and perhaps force him to waste resources on Roach Warren/Roaches. Won't be too useful when you start the Stargate pump, though. 
This build is an easy transition to Colossus/Void Ray, which is by far the best unit composition in PvZ at the moment. It's simply disgusting how easy it is to take wins off Z.
Massive Corruptor balls are easily dealt with when you're upgrading double upgrades at home and as you gain more bases (gas), you add plenty of Stalkers to aid against it anyways.
Also, slow pushing with Cannons greatly helps this "fragile" unit composition, as Corruptors will have a hard time picking your stuff off, and they have natural synergy with Cannons.
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Played now 1 game where the zerg goes spire and i throw down a stargate imidiatly and my phönixproduction till the mutas arrived where that good i could defend with some micro so i guess thats what bliz want. As a toss u can defend now vs mutas if u scout them early enough without throwing down 2 gates!
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i've noticed in the master league now that alot of protoss are coming at me (zerg) with 2 phoenix and 1 void ray really early, this means they pick of my queen real fast and then the voidray finishes my natural expansion, it's been quite annoying.
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On January 15 2011 08:18 Tump wrote:FFE into Two Star is probably the best build at the moment. My own variation includes two Gates before Gases/Core but after Nexus/1 Cannon to add a pressure option to your FE build as well as some additional safety from Ling/Baneling all ins. A Zerg seeing two gateways producing at your nat is more than likely to build more Zerglings/Spines than needed, and perhaps force him to waste resources on Roach Warren/Roaches. Won't be too useful when you start the Stargate pump, though.  The best part about supporting a Stargate with a gateway (or two Stargates with two Gateways) is that if Zerg doesn't match your mineral-dump ground force, you can just send it to support your air, or to secure an expansion while you harass. It doesn't cost the Protoss much, because with most of his gas going to air he couldn't spend those minerals on much besides Gateway units (can't expand without a ground force) but if Zerg do, their economy/anti-air will be weaker.
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No, YOU'RE wrong (or rather, you're arguing the wrong point). Here, let me put, in bold, the claim that he's making.
what this means is if a building is CONSTANTLY CHRONOBOOSTED it can produce 1.5 of a unit in its buildtime instead of 1
followed by
each chronoboosted unit is fully chronoboosted gets more or less time shaved off to build depending on its buildtime. a (phoenix) gets 11.666 seconds of its buildtime shaved off if you chronoboost it (constantly)
You see, his point isn't that one chrono boost saves 11.66 seconds. His point is that if you constantly chrono boost a Phoenix, you ACTUALLY save 11.66 seconds (which is accurate and true). CB once, save 10 seconds, CB the final 5 seconds of build time, and you save 1.66 seconds. If you constantly CB a stargate while building phoenix, you build each phoenix in 23.34 seconds. If you build 3 Phoenix at 23.34 seconds, you build them in 70.02 seconds.
The build time of a Phoenix is originally 35 seconds. MEANING, you can build 3 phoenix in the same amount of time it takes to build 2. WHY? Because when you increase the production speed of a building by 50%, that's the same as saying that the building produces at 1.5x the production rate. And the last time I checked my math skills, 1.5 x 2 = 3.
Thanks for replying, I was about to rage at the people who failed their maths and claiming he should "test it himself". Rofl, isn't that what the math is for?
Anyways I've been using 2 stargate strategies even before 1.2, FFE is risky of course but 2 SG is a good follow up. I think in the end I won more games than I lost (probably just because the level I'm playing at, although relatively high diamond people still get lazy sometimes and don't scout properly). And then switch to colossi while he gets hydras, then gg 
in PvZ i mean
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On January 14 2011 00:41 Chaosvuistje wrote:Show nested quote +On January 14 2011 00:31 wherebugsgo wrote:On January 13 2011 08:36 TheCookieMonster wrote: a quickly rushed phoenix is gonna destroy 50% of zerg scouting Pre-Lair. Now all we have is the ling poke at the ramp, phoenix mass can pick off any nearby ovvies that are being sacced pre-lair speed upgrade.... not to mention there goes any chance of muta map control. One balancing idea would be to make mutas non-light or slightly less expensive (because if phoenixes can be cheap, why cant mutas?) WTF? Since when has 150/100 been cheap in comparison to 100/100? Also, the fact that your opponent has revealed phoenixes is enough for a Zerg to commit to roach+hydra and get Corruptors. I guarantee you that a roach+hydra timing attack will kill the Protoss because the tech switch to colossus/HT leaves a huge timing window until storm/thermal lance is/are researched. Personally I think we're gonna see a lot more burrowed roach play. Last patch the only solution to muta+ling was a 6 gate timing attack (which only sometimes works, as exemplified by tester) or the 2 star FE build. Now, muta+ling is still viable but it doesn't completely kill most toss builds. However, I think roach-based builds will just become more popular. It's essentially what happened with PvT: In PvT nowadays, we see marauder+Viking+ghost. The same composition exists for Zerg: just replace the Marauder with the roach, the Viking with the corruptor, and the ghost with the infestor. Zerg players have an advantage in T3 units and the ball itself by teching to ultras and broodlords, but Terrans have harassment capability in blue flame and banshees. Both compositions work because the backbone of the strategy (roaches or Marauders) is cost efficient against all gateway units. For T, ghosts must combat the HTs, but Zerg players can simply burrow to avoid storm. The scary part is that, IMO, toss players have no good way of responding to Zerg when they execute this composition correctly. Use observers, seriously? Burrowing roaches against storm only works if the protoss doesnt have observers and collosi. The only benefit of burrow moving roaches versus storm is when a protoss rushed for HT instead of collosi. If a roach moves slower and has no capability to attack, what makes you think that protoss has no answer to a slighly less immobile, retreating, not attacking unit? Protoss has compositions that work against all zerg units, likewise, zerg has strong compositions versus the protoss, abeit being out a bit later than the protoss. Phoenixes are definitely all the rage all of a sudden, which is very annoying. I've always disliked phoenixes because they force me to make units that I'd rather forget that they ever existed. I just need to adapt to the sillyness and get some evo chamber out quicker and just sporecrawler around my entire mineral line and plant all my scouting overlords inside the ring. Although the only thing I'm looking forward is that this change might make PvP from a complete and utter 4gate million collosus matchup into something more dynamic. I honestly hate watching that match up in tournaments, as it hardly ever gets to the third base. Who am I kidding right :D?
Have you played good Zergs recently?
Burrowed roaches don't just sit there under a storm. Good Zergs will go for your observers. They'll engage only when they know they can do damage to your army. They'll snipe what they can and then leave, to heal the damage they've taken. They'll engage with hydras ONLY after wearing the toss down multiple times.
The thing about roaches is that no toss composition is truly cost-efficient at killing them. No, roaches can't shoot air, but void rays are very cost-inefficient against roach+hydra. Colossi are murdered by corruptors, and are easily avoided by running away and burrow-healing.
As for storm, you CAN burrow through a storm, it's storm+colossi that actually kills a lot of roaches. However, it's pretty easy to run away, too, you just have to avoid the force fields. If you engage, force a couple storms, run away, and re-engage, you'll whittle down templar energy. Then you can engage again when the conditions are favorable to you.
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On January 15 2011 10:03 Yoshi Kirishima wrote:Show nested quote +No, YOU'RE wrong (or rather, you're arguing the wrong point). Here, let me put, in bold, the claim that he's making.
what this means is if a building is CONSTANTLY CHRONOBOOSTED it can produce 1.5 of a unit in its buildtime instead of 1
followed by
each chronoboosted unit is fully chronoboosted gets more or less time shaved off to build depending on its buildtime. a (phoenix) gets 11.666 seconds of its buildtime shaved off if you chronoboost it (constantly)
You see, his point isn't that one chrono boost saves 11.66 seconds. His point is that if you constantly chrono boost a Phoenix, you ACTUALLY save 11.66 seconds (which is accurate and true). CB once, save 10 seconds, CB the final 5 seconds of build time, and you save 1.66 seconds. If you constantly CB a stargate while building phoenix, you build each phoenix in 23.34 seconds. If you build 3 Phoenix at 23.34 seconds, you build them in 70.02 seconds.
The build time of a Phoenix is originally 35 seconds. MEANING, you can build 3 phoenix in the same amount of time it takes to build 2. WHY? Because when you increase the production speed of a building by 50%, that's the same as saying that the building produces at 1.5x the production rate. And the last time I checked my math skills, 1.5 x 2 = 3. Thanks for replying, I was about to rage at the people who failed their maths and claiming he should "test it himself". Rofl, isn't that what the math is for? Anyways I've been using 2 stargate strategies even before 1.2, FFE is risky of course but 2 SG is a good follow up. I think in the end I won more games than I lost (probably just because the level I'm playing at, although relatively high diamond people still get lazy sometimes and don't scout properly). And then switch to colossi while he gets hydras, then gg  in PvZ i mean
Like shit man, it's ok to be wrong, but to claim that the guy who's RIGHT has to check their math? Give me a break.
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My only concern is that at the top levels of masters every protoss has a unique build with different timing attacks, I can count 6 different kinds of 4gate alone. Nearly every day a new build is viable for protoss and then they decided they require several buffs..?
I think Protoss can agree that their race hasn't even begun to scratch the surface as far as timings and builds are concerned, the phoenix change was uncalled for the observer change I'm 100% fine with the more scouting thats available to races the more standardized play becomes.
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153 seconds to go from Lair to having a Hydra out in the field.
75 + 65 + 65 or 205 seconds to get a Colossus out. Also think about the gas costs. Each Phoenix is 100 gas. Stargate 150 gas. Robo Facility 100 gas. Robo Support Bay 200 gas. Colossus 200 gas. Then you probably want Sentry as well as Stalkers? This is just not affordable off one base.
If he goes strait into Colossus from Stargate then you should be able to just walk up to his base with some units and kill him with Roach + Ling. A few Sentry won't save him. Colossus without ground support also die easily.
As for FFE into Stargate it depends on the map but you can often just walk up to his base and kill him with Roaches. Especially on maps like Blistering Sands and Xel Naga Caverns.
In fact I think there was a game like this in the GSL where Idra did just this.
Robo Facility and Stargate is a lot of tech and a huge money sink. The Toss will be lacking in basic units.
It all depends on how well the Phoenix do. If they fail to do any damage then the Toss player is pretty much dead. Only if the Phoenix do a lot of damage is the Toss able to get away with teching or expanding.
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I can't win anymore versus Protoss. The Phoenixes overlord/queen/drone sniping does way too much damage and then I lose to the push. It's doing my head in.
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