I guess there is some way that allows protoss to create units faster for a set amount of time. On a live stream, I saw that the toss was able to cast it on his ally's barracks. This allowed him to produce 2 marines every couple of seconds(he also had the 2 ques addition) and proceed to rape the enemies using massed rines. I also saw them do it in another game, this time on a zerg hatch, and every unit produced from that hatch hatched a lot faster than normal(or at least the queen, who appeared in just a couple seconds). I assume this is something that Blizzard will fix, since a team with toss would rape a team without that toss ability .
The ability is called Chrono Boost, and is the Protoss macro mechanic. If the Protoss player is using it on his allies then he can't be using it on himself which means if the other team is taking advantage of their own macro mechanics then things should be relatively even. However, right now it does seem like Chrono Boost is the most powerful of the three macro mechanics.
Though the ability diffidently does deliver, if you see yourself being behind it lets you push out those zealots just fast enough to prevent total annihilation. i did not know you could use it on your allies this should be a interesting tactic for future matches.
Hmmmm, maybe one Protoss player could wall up and mass Nexuses to help his ally. It probably wouldn't be that effective but sometimes I like to play dumb strategies like that and try to win with them. If this is still in on release, I'm going to try that
haha i remember walling people up in a UMS game with nexuses. Anyway, this macro technique does seem the strongest atm. Correct me if im wrong BETA testers =]
Yeah the toss macro mechanic is insane, the zerg is decent. The terran mule is just plain bad as it shares it with it's scan. Well bad, compared to the other two. If the toss has it's macro mechanice limited to it's own nexus, and terran's drop mule have it's only CD instead of energy usage, it would balance the 3 out.