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Thread: Three-Gate Zealot

  1. #21

    Default Re: Three-Gate Zealot

    if you had to wait until gateway to unlock it (and it costed say 100 minerals) i think it would be fine.
    Actually, I'm starting to think that this isn't the problem. Pylon costs are going to slow down your Probe production. It's really the Gateways that are the big problem.

    If you let your energy fill up to 100, then get 3 gates, and then constantly Chrono them all, you're going to get many Zealots stupidly fast. Or if you divide this energy between one Gateway and your Nexus, you'll get a big econ and Zealots.

    The main thing is the stockpiling of energy early on. So if they're going to delay Chrono, they also have to delay energy at the Nexus.

    So this is kinda off topic but have you guys had any proxy pylon warpgate nonsense happen to you
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  2. #22
    Zigurd's Avatar Junior Member
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    Default Re: Three-Gate Zealot

    Quote Originally Posted by Nicol Bolas View Post
    No. I got photon cannon contained once, but that was due to my own deep, personal stupidity.
    Nico made me laugh. This day will be remembered.

    Anyone found a way to stop this rush by now ?

  3. #23

    Default Re: Three-Gate Zealot

    Quote Originally Posted by The_Blade View Post
    Either we find a nerf towards the protoss macro mechanic or we will face faster builds for zergs and terrans. On a thought, I guess it would be great to have the 150 spawning pool back for the SC2 beta.
    Well, just by making it an upgrade to the Nexus, it would be in the same timing than SL, right? Not difficult to fix, IMO.

    Quote Originally Posted by Nicol Bolas View Post
    The main thing is the stockpiling of energy early on. So if they're going to delay Chrono, they also have to delay energy at the Nexus.
    They should get the energy only after the upgrade to CB. That should fix it.
    Probably it starts with like 50 energy, right? Maybe just setting it to 0 starting energy would be enough to fix it.

    .
    Last edited by Norfindel; 02-18-2010 at 08:04 PM.

  4. #24

    Default Re: Three-Gate Zealot

    I think it might be a good idea to require a gateway before you can use chrono charge... Similar to a queen requiring a spawning pool. It wouldnt completely even things out, but it would at least be a delay.
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  5. #25

    Default Re: Three-Gate Zealot

    Have you tried 8 pool, defense against the first wave chrono zealot rush? I'm referring here to the fast 3:00 zealot attack. Chrono zealots come at least at 5 mins in mass. So, if you can defend and counter attack it would push the toss off balance?

    Have you tried this Nicol?

  6. #26

    Default Re: Three-Gate Zealot

    Can someone verify that in a 2v2 - Terran paired with Protoss, that Chrono can be used on terran buildings? - I SWEAR I saw this this morning and the guy built all over the place. Gifted said it doesn't work. (?)
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  7. #27

    Default Re: Three-Gate Zealot

    1. Chronos Boost works on YOUR buildings, not your allies.
    2. To elaborate for those outside of the beta:
    - Queen requires Spawning pool to be created and costs 150. It builds directly from Hatch (no larva)
    - OC costs 150m and is requires barracks as a pre-req. It's also important to know that you can not build scvs while you are upgrading. It negates about 2-3 scvs during that time period.
    - Chronos boost is natural to the Nexus. you start with 0 mana and gain 1 mana every second. It's cost is 25 and the nexus can have 100 mana total. You use it on a building to increase the production speed of units or researches in that building by (50 or 100%) for the duration of the buff.

    Elaborating the basics from my observations

    To help people unaware of how it increases your build.. When you use chronos boost at 25 seconds into game, you boost probe 8/9/10 out. Assumping a pylon at end of 9, you gain just enough minerals after it finishes to have gateway out, instead of waiting the extra 8-10 seconds. During this time, Chronos boost is still active from before, allowing you to punch out another probe and a half.

    By the time that chronos boost is over, you should have around 40 energy, allowing 10 more seconds to doubleboost gateways. This times about 4 seconds before a second gateway is out.

    In my best case scenario I pulled off all three gateways at 10/10/11 in my build order, pumping out 5 zealots by 15 probes. I think LoA does a slightly different build that involves an 8 zealot push at about 16 probes.

    I have not tried this build all that often, but the mineral boost form the first chronos is significant.

    IMPORTANT NOTE: While it doesn't explain the Reapers all that well, it does contribute to the overabundance of roach builds as it's a well and good counter to this build. I've seem one build that involved hard zerglings speed tech to speedlings which demolished this start. I will examine the replay and provide results when I get the time. To do an efficient roach counter, I've done overlord at 10, extractor at 10, redrone while waiting for overlord. The extra mineral boost helps ease out the build.
    Last edited by Gifted; 02-19-2010 at 06:26 PM.
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  8. #28

    Default Re: Three-Gate Zealot

    It can be cast on your allys too X_x

    UNless it just dose nothing

    I was having demo cast it on my tech lab to get out stim and shield faster

    Last edited by Islandsnake; 02-19-2010 at 11:51 PM.
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  9. #29

    Default Re: Three-Gate Zealot

    Chrono Boost absolutely works on allied buildings.

  10. #30

    Default Re: Three-Gate Zealot

    1. Chronos Boost works on YOUR buildings, not your allies.
    I can verify I have seen this - was used on a reactor (and/or barracks?) and pumped out Marines like rabbits
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


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