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Thread: Is Chrono+WarpGate reduced cooldown too much unit production?

  1. #31

    Default Re: Is Chrono+WarpGate reduced cooldown too much unit production?

    Warp-In is fine as is

    the core thing about warp-in is that it requires a stable and pretty much decent output economy

    so like dont go warpgate until about i would say 14 probes on minerals and the 3 for each geyser. Otherwise you cant really keep up with warp-in

  2. #32

    Default Re: Is Chrono+WarpGate reduced cooldown too much unit production?

    In a sense, since you need the same money to make the units - its not much differnt than spawn larva - unit producing wise, since its pretty much impossible not to have larva lol

    And it takes more attention to upkeep since you need to click 2 buttons for each unit and find pylon power. Oh well it is probably broken though
    Last edited by Islandsnake; 02-25-2010 at 09:01 AM.
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  3. #33

    Default Re: Is Chrono+WarpGate reduced cooldown too much unit production?

    The biggest difference is it makes Protoss too unit production heavy. It feels like playing zerg. It also makes Reactors and Spawn Larva feel much less special than they would otherwise.


    As far as taking a whole lot of attention, it really doesnt its fairly easy to keep up with and even if you fall behind you can instantly spend those minerals.


    Oh I want to comment on a debate we had a while back where people said it would be advantagous to keep some gateway/warpgates as gateways incase you miss the queue or the enemy attacks your base.

    I think that was way wrong. Even if you cant keep up with the queue perfectly your much better off with the reduced cooldown. Even if your base is under attack and the enemy could theoretically attack your units your much better off with the reduced cooldown. Its just that good. Warpgates>>>>>>>>>>>gateways
    Last edited by ArcherofAiur; 02-25-2010 at 01:27 PM.

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