• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:12
CEST 21:12
KST 04:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
BSL 2025 Warsaw LAN + Legends Showmatch0Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes #1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia WardiTV TL Team Map Contest #5 Tournaments
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion Soulkey on ASL S20 BW General Discussion ASL TICKET LIVE help! :D NaDa's Body
Tourneys
Small VOD Thread 2.0 [ASL20] Ro16 Group D [Megathread] Daily Proleagues [ASL20] Ro16 Group C
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2332 users

Idle Speculations 1: Warped Warpgates

Blogs > Umpteen
Post a Reply
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-04-06 15:18:57
April 06 2011 14:31 GMT
#1
Disclaimer: The Idle Speculation series of posts contain dangerous levels of raw theorycraft, and should not be read by anyone, ever. It is, in every sense that matters, nothing to do with playing Starcraft 2.

With that out of the way, let's rub lobes.

Ever since the beta, the fact that warpgates are in every way better than gateways has niggled at me.

Partly this stems from the fact they can be turned back into gateways, which suggests we're missing an opportunity to make that a good idea in some circumstances.

It's also partly the ready availability of the warpgate upgrade. It's so quickly unlocked and such a no-brainer to get that the only decision is whether you chronoboost it. To put it another way, researching it feels like make-work; something to stop you proxy-pylon rushing an opponent at the 3 minute mark as opposed to a genuine strategic choice.

Mostly, however, it's niggled because of the degree to which it's come to define PvX play. This isn't about balance, either: a long time ago I wrote a blog post about the concept of stability in different match-ups, and the role defender's advantage plays in fostering stable, varied strategies. Briefly, I said defender's advantage should ramp up quickly to offer the opportunity for cheese but not allow it to dominate, and then decay over the course of the game as tech is unlocked.

When you look at the tech trees, with static defence tending to out-range and out-gun the units they're likely to face, and drops, air and siege coming later, you can see the application of that principle. By extension, when someone rushes for tech or air units, they're rushing to reduce their opponent's defender's advantage - something that almost always entails a degree of risk.

I say 'almost' because warpgate technology, I feel, reduces defender's advantage too much, too early, and with no downside. It's so powerful that no other early-game choices make sense. You can warp in reinforcements on your opponent's doorstep, warp them right into his base if you have vision - while also increasing your own defensive strength. Nothing at that level of tech comes close in terms of neutralising defensive advantage. Hardly surprising that PvP has been - and may well remain - a rather samey warpgate-fest.

Engage Idle Speculation Mode

What if the warpgate upgrade were modified as follows:

* Reduces the gateway construction time of units to their patch 1.3 warp-in cooldowns - perhaps less.
* Allows gateways to transform into warpgates. Warpgates function as they do now, but have unit cooldowns that are around as long as the patch 1.3 gateway construction times - perhaps longer.

In other words, the modified upgrade divides the benefits of the old upgrade between gateways and warpgates. Gateways become the means of choice for rapidly building up an army. Warpgates can still reinforce the front line (and for the first wave of reinforcements will be every bit as strong as they are now) but cannot maintain the same rate of production.

Imagine, for example, that a 4-warpgate had to become a 5-warpgate to bring a similar number of reinforcements to bear at the front line, while - defensively - three or four upgraded gateways were able to keep pace. Wouldn't that additional defender's advantage make a wider variety of openings possible in PvP? Wouldn't the fact that unupgraded gateways could match the production of Warpgates make Warpgate technology an economic corner that could be temporarily cut in a defensive build?

Imagine the same in PvZ: balls-out aggression would entail greater defensive vulnerability, as warping in units at home (after morphing warpgates in the anticipation of reinforcing aggression) would have a longer cooldown. At the same time, the ferocity of that aggression would be ever so slightly tempered (even if only by the minerals needed for another gateway), without weakening the Protoss's ability to play economically and defensively if he so chooses.

Imagine the dreaded Protoss deathball. If reinforcements had to either cross the map or be warped in at less frequent intervals, isolating and chipping away at the ball would be more effective.

EDIT: It's been pointed out that a 4-gating player might still have the advantage because they could be able to win with the first round of warped-in units. If this proved to be the case, I would make upgraded gateways have the same 5 second build-times and X-second cooldowns that patch 1.3 warpgates do now, with the 'morphed' configuration allowing remote warp-in at the cost of longer cooldowns.

As with all idle speculation this is all entirely pointless, but I get good feelings when I think about it.

Thanks for reading.

**
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
April 06 2011 14:43 GMT
#2
In PvP that wouldn't change anything as it is one connected upgrade. For example 2 players are producing units, RIGHT when warpgates finish, => warp in 4 units and then attack. The gateway player would still be building units and would then lose.

But yes, I do wish gateways are useful besides a tool for players who can't macro and need to queue. Not sure about your idea though...like with all idle speculation this is all entirely pointless I suppose...I don't get your same good feelings though T___T
Jaedong :3
Vlare
Profile Blog Joined March 2010
748 Posts
April 06 2011 14:56 GMT
#3
I think I would race switch if they implemented this.
Mass zerglings doesnt fail
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-04-06 15:23:31
April 06 2011 15:14 GMT
#4
On April 06 2011 23:43 ReketSomething wrote:
In PvP that wouldn't change anything as it is one connected upgrade. For example 2 players are producing units, RIGHT when warpgates finish, => warp in 4 units and then attack. The gateway player would still be building units and would then lose.


Hmm.

The gateway morph time is 10 seconds, and the warp-in time is 5 more seconds. That's almost as long as it would take to chronoboost a zealot out of an upgraded gateway. However, I can see you wouldn't be able to have the upgrade AND chronoboost vs someone who had chronoboosted the upgrade.

Just to check: are you sure the warpgating player always wins with that first round of units? It's not the timing of the second round? Because it seems to me that, with perhaps a sentry helping out, someone who hasn't spent resources or chronoboost on the upgrade could hold out. They might need to get the upgrade to avoid being overwhelmed if their opponent commits to reinforcing cross-map or builds more warpgates, but it would at least be a response rather than something they need to do blindly, just in case.

If not, then I suppose upgraded gateways could have the build-times and cool-downs of patch 1.3 warpgates, but still construct units right next to themselves, with the 'open' configuration allowing warp-in anywhere there's power, just with a longer cooldown. That way the defender would not only have quicker rounds of units, but also wouldn't have to wait for the 10 second morph animation to complete.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
April 06 2011 15:19 GMT
#5
On April 06 2011 23:56 Vlare wrote:
I think I would race switch if they implemented this.


In a good way, or a bad way?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-04-06 15:23:17
April 06 2011 15:22 GMT
#6
Accidental quote instead of edit.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2011-04-06 16:08:08
April 06 2011 15:29 GMT
#7
As a Protoss player who four gates a lot, I agree. Warpgates are awesome, but overpowered. For instance it wasn't Amulet that made HT's incredibly strong, but Warpgates (imagine if Terran could warp in EMP anywhere, or Zerg Fungal Growth). And who wouldn't get the upgrade? It is so cheap, lessens the cooldown of units and allows you to warp in anywhere. There is no downside except for the fact it costs 50-50 and takes some time to research, making Gateways totally unused except for a 2 gate proxy rush.

However, while I do believe that while Warpgates are overpowered and a mechanically a bad choice for the game, they are necessary for the balance of the game due other questionable mechanics in the game that exist.

For instance, Marines are overpowered. Blizzard realizes this and instead of fixing the problem directly, deals with it indirectly, by increasing bunker timing (bunkers that generally protect Marines) and stim research timing. This is like removing Amulet when Warpgates are overpowered, while solving the issue with HT's it doesn't do anything to combat early Warpgate pushes (and in fact increases their likelyhood against Terran, since bunkers take longer, and stim comes out later). So the nerf to Marines reduces the effectiveness of bunker rushes, and makes they get stim later, but they remain the same units. Marines in large groups with stim still effectively counter (on a cost by cost basis) Zealots, Stalkers, Sentries, Immortals, Pheonixes, Carriers and Void Rays. Even when facing a mix of these units, they win. There is even strategies that recommend only building Marines vs Protoss (http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525). You cannot fault people for doing strategies like this, because the game was balanced this way (don't hate the player, hate the game), but for it to be actually feasible for a tier 1 of the game with upgrades that come out of a Tier 1 tech structure to be the only unit built and counter so many units including units at the top level of another races tech tree is absurd (just as absurd as the idea that Gateways could be rendered useless by an ultra cheap early game upgrade).

And the counter to Marine is Colossus, which is an overpowered unit in and of itself (often takes one to kill one when it comes to balance...). The fact that it dominates (assuming the game lasts beyond the Warpgate rush phase) PvP is indication of this, as it is by far the most cost effective way to roll over armies for the Protoss. And this has dire consequences for PvZ as we know. Sadly though, Colossus needs to be this powerful to combat Marines.

Anyway now I'm just ranting, but I love to study the different matchups and the mechanics (which directly effects the balance), and it needs some work, warpgates included. But you can't just take nerf Warpgates and expect the Protoss to remain competitive against the other races. Or in otherwords, Warpgate being overpowered is necessary to combat other units and strategies that are overpowered at this point.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-04-06 16:18:33
April 06 2011 16:15 GMT
#8
On April 07 2011 00:29 BronzeKnee wrote:But you can't just take nerf Warpgates and expect the Protoss to remain competitive against the other races. Or in otherwords, Warpgate being overpowered is necessary to combat other units and strategies that are overpowered at this point.


Just to be clear - the change I'm talking about wouldn't affect a Protoss player's ability to make units at the same rate he is now. He would just need to either a) make them in his base via upgraded gateways and reinforce as normal, or b) build one or two extra warpgates to compensate for their slower cooldown if he wanted to warp cross-map.

The reason I think this change is a good one is that it only affects the degree to which warpgate technology overcomes defensive advantage in the very early game. Protoss can still make just as much stuff, but if they want to do it right up in your face they'll have to invest in extra production facilities. Heck, you could even have a second upgrade that reduces the warpgate cooldown in line with the upgraded gateway timing, researchable at the Cyber core once you have an Archive up (for instance).
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
April 06 2011 18:49 GMT
#9
The idea of a gateway of the gateway is completely nullified by having the warp gate upgrade. Without balance being considered, it would make sense that warp gates and gateways would have separate pros and cons, as the OP suggested- one can power out an army, one can warp across the map. Having the warp gate do both just raises questions as to why you're allowed to turn it back in the first place (other than, maybe, "My macro is really bad and I decided I want to queue units.")

That said, I think things are fine the way they are. Its an odd decision that Blizzard has made, but for balance purposes, there is no reason to change it.
beep beep boop
kNightLite
Profile Blog Joined December 2010
United States408 Posts
April 06 2011 22:01 GMT
#10
Well I dont think you can tinker too much with warpgates at this stage of the game. What I'd like to see is reduced build time on units produced from normal gateways (right now I think theyre 10 sec slower than if they were warped in, and the warpin time is only 5 sec offset).

And then increase the amount of time it takes to convert a gateway into a warpgate -- from 10 sec to something more like 30 sec. This would make protoss choose between immediate units and increased production capability. Much like how terrans need to decide if/when to get reactors, or how zergs need to balance between hatcheries and units.
Please log in or register to reply.
Live Events Refresh
Next event in 14h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 329
mouzHeroMarine 281
SteadfastSC 220
IndyStarCraft 137
StarCraft: Brood War
Britney 19113
EffOrt 715
Mini 669
Soulkey 122
Dewaltoss 94
ggaemo 91
Larva 80
sas.Sziky 39
Aegong 33
Hyun 33
[ Show more ]
scan(afreeca) 21
Sexy 16
Dota 2
qojqva4874
Fuzer 204
Counter-Strike
fl0m1248
flusha121
Super Smash Bros
Mew2King52
Heroes of the Storm
Liquid`Hasu308
Other Games
Sick2338
FrodaN2024
Beastyqt538
mouzStarbuck257
Hui .189
C9.Mang0129
QueenE65
Trikslyr57
NeuroSwarm36
ToD25
MindelVK8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Reevou 5
• davetesta1
• intothetv
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4239
• WagamamaTV662
League of Legends
• Nemesis2873
• TFBlade883
Other Games
• imaqtpie723
• Shiphtur225
Upcoming Events
RSL Revival
14h 48m
Zoun vs Classic
Map Test Tournament
15h 48m
Korean StarCraft League
1d 7h
BSL Open LAN 2025 - War…
1d 12h
RSL Revival
1d 14h
Reynor vs Cure
BSL Open LAN 2025 - War…
2 days
RSL Revival
2 days
Online Event
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
[ Show More ]
Sparkling Tuna Cup
4 days
LiuLi Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.