TLnet Poll - Most imba SC2 ability if put in SC1?
Most imba SC2 ability if put in SC1? :
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Raneth
England527 Posts
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MorroW
Sweden3522 Posts
it would be auto win for all of them so i dont see how something can be most imba | ||
CruiseR
Poland3998 Posts
1. queen (rushes and early timings would unstoppable) 2. warp gate (close, maybe first if considering pvt or pvp , insta dt in main etc) 3. chrono boost (if used for like 2 gate proxy, if its only for producing probes, it would be fourth) 4. mule | ||
seRapH
United States9706 Posts
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miseiler
United States1389 Posts
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CharlieMurphy
United States22895 Posts
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Two_DoWn
United States13684 Posts
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Foreplay
United States1154 Posts
On March 09 2010 09:31 Two_DoWn wrote: Queen is the same as having another hatchery. All it does is save 150 minerals. It would have next to no effect on SC1 if it was there. 1 hatch hydra would destroy anything. | ||
Polust
Costa Rica31 Posts
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JadeFist
United States1225 Posts
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seppolevne
Canada1681 Posts
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Jyvblamo
Canada13788 Posts
Queen is already in SC1. Pretty sure it's not imba. Also, Queen is not an ability. | ||
Zona
40426 Posts
On March 09 2010 09:31 Two_DoWn wrote: Queen is the same as having another hatchery. All it does is save 150 minerals. It would have next to no effect on SC1 if it was there. 150 mineral difference is huge when it comes to exponential economy growth, extra drones are produced more quickly, which mine more minerals, which allows more production, etc and since hatcheries are also the zerg's production building - that's like 40% off the cost of gateways or factories or barracks this results in all the zerg's attack timings being so much faster - and their expansions as well, since they can save minerals on all the no longer necessary extra hatcheries in their bases. | ||
LunarDestiny
United States4177 Posts
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intrigue
Washington, D.C9931 Posts
edit: which is what the results are too sick i'm so good! | ||
Mastermind
Canada7096 Posts
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Shinshady
Canada1237 Posts
On March 09 2010 10:07 LunarDestiny wrote: Chrono Boost: Cannon rush becomes a legit opening. Chrono boost cant be used on buildings that are warping in only can be used to research things faster thus, chrono boost doesn't help cannon rush in anyway. | ||
AzureEye
United States1360 Posts
On March 09 2010 10:02 Zona wrote: 150 mineral difference is huge when it comes to exponential economy growth, extra drones are produced more quickly, which mine more minerals, which allows more production, etc and since hatcheries are also the zerg's production building - that's like 40% off the cost of gateways or factories or barracks this results in all the zerg's attack timings being so much faster - and their expansions as well, since they can save minerals on all the no longer necessary extra hatcheries in their bases. Actually I think Queen/injecting larva as unfair in SC1 is exaggerrated by people who have limited understanding. In Broodwar, Z is forced to make another hatchery if it wants more production capabilities. This prevented Zerg from doing 1 base all-in aggressive plays like Protoss or Terran could like 5 gate goon PvZ, 4 rax sunken break etc. because they could stay in 1 base and create multiple production facilities, while Z has to pay more money for increased unit production (hatchery = 350, gateway/rax = 150) and their units are more fragile so the fact that each hatchery offers 3 larva barely compensates. If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you. Not to mention that scouting the number of hatcheries was a much more valuable scouting information than simply scouting a Terran going building factory, since he can go dual ports for heavy vessel usage, or increase factory and mass tanks, etc. Basically, Im saying that Z's meta-game is heavily restricted by the playstyle centered around hatcheries and this helps Zerg be more flexible race since, in my view, they were incredibly inflexible in broodwar I think having a worker that can bring in minerals 6 times the speed of your usual workers available so early in the game gives you superior economy and should not be in SC1 ever. Warp gates are almost as imbalanced in SC1 due to the degree to which they could be abused for early aggression | ||
deL
Australia5540 Posts
On March 09 2010 09:12 MorroW wrote: most imba? it would be auto win for all of them so i dont see how something can be most imba This is what I thought too, but if all of them were in effect at once I think the protoss ones would win it. | ||
checo
Mexico1364 Posts
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