• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:39
CEST 14:39
KST 21:39
  • 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
Power Rank - Esports World Cup 202526RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
RSL Revival patreon money discussion thread Esports World Cup 2025 - Final Player Roster Power Rank - Esports World Cup 2025 Why doesnt SC2 scene costream tournaments Heaven's Balance Suggestions (roast me)
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Corsair Pursuit Micro? Pro gamer house photos
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
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 Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 798 users

a warpgate idea

Blogs > PlaGuE_R
Post a Reply
Normal
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
April 16 2011 06:49 GMT
#1
Before I start this off, I would just like to point out that I'm a protoss.

I hear so many complaints about warpgates, it's too powerful, it's ridiculous, it's annoying etc.

I had an idea, that I think, personally, is pretty good. And I wanted to share it with you, the community.

What if, you were not able to warp in to a pylon unless it was a certain distance from your nexus until the 15 minute mark? For example, you would be able to warp in fine in the middle of a map, but a pylon inside a player's base or natural would be useless for warp in until the 15 minute mark? This, in my opinion, would fix PvP and the 4 warpgate fest that it is, it would also make 4 and 6 gate pushes in PvZ way easier for the zerg to defend.

in essence, warp gates would NOT rob defender's advantage anymore until a certain point in the game where robbing that advantage would not be too powerful anymore.

so, comment?

*
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
Vlare
Profile Blog Joined March 2010
748 Posts
April 16 2011 06:54 GMT
#2
6gate is easy to defend :|

The Zergs who lose to this push are lower level. That's their problem. It's a neat way to fix pvp I suppose, but proxy 2gate and canon is still a dominant strat. I don't really like the idea of restrictions on warpgates though because in those awkward base trades this could cause issues.
Mass zerglings doesnt fail
NobledBlood
Profile Joined January 2011
United States125 Posts
April 16 2011 06:56 GMT
#3
If you couldnt warp in units until the 15 minute mark, once the 4 gate push made it into your base, you wouldnt be able to defend it. You would have no units attacking from the inside out. It was a good idea, but I feel it really screws the toss defender over.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
April 16 2011 06:57 GMT
#4
well no 6wg is not easy to stop as zerg, i mean there are some styles that do well vs it like the spanishiwa thing and also the burrow speed or burrow claws style. But i would really love that for pvp, but actually when people 4wg me i just lol because i win most of those now so if the game goes on longer then i am far ahead.
~~~Liquid Fighting (SC2)~~~
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
April 16 2011 07:03 GMT
#5
On April 16 2011 15:56 NobledBlood wrote:
If you couldnt warp in units until the 15 minute mark, once the 4 gate push made it into your base, you wouldnt be able to defend it. You would have no units attacking from the inside out. It was a good idea, but I feel it really screws the toss defender over.


I didn't say you couldnt warp in, im saying you cant warp in you're opponent's base/natural
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
Aequos
Profile Joined October 2010
Canada606 Posts
April 16 2011 07:07 GMT
#6
The problem I see is that it tries to say that Warpgates are fundamentally unbalanced. Honestly, you can get complaints about any unit or tactic if you try hard enough - earlier today there was a thread on how Fungal Growth was imba. Although it may fix PvP, there are probably better ways to do so. Just as an example, it may turn out that FFE against Protoss works extremely well due to Gateway units being bad against Cannons. Although this probably isn't true, it's better to look for solutions within the game then try and change it unless there exists no solution.

That being said, wouldn't it be a lot less complicated to simply delay Warp Gate tech an extra 150 seconds, or make it available from a higher tech building? This adds extra complication to the game, where it can be achieved by simple variable tweaking.

Note though that I'm not saying it's a terrible idea - I actually thought about something similar a while back. These objections I came up with are mostly the same ones I thought up when I was initially planning my original idea.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Vlare
Profile Blog Joined March 2010
748 Posts
April 16 2011 07:12 GMT
#7
The problem with changing warpgate timings is the handful of Timing pushes the other two races have that depend on WG tech.

PvP will be broken for a while. And the reason is as follows : In Sc2, every unit is amazing. So even a small quantity of units can make you lose a game, unlikely in Star 1, where 2marines couldn't kill your base in 20seconds. This game is a lot faster due to how strong every unit is. which is awful and good at the same time.
Mass zerglings doesnt fail
KMARTRULES
Profile Joined August 2010
Australia474 Posts
April 16 2011 07:23 GMT
#8
I've always thought it would be cool to change the warp in time based on distance from the actual warpgate.

For example they would instantly warp in if you did it right next to the gate, but if you did it at their base it would take much longer.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
April 16 2011 07:33 GMT
#9
it's not intuitive and it's to big. It's also a really old idea people suggest this all the time
Falling
Profile Blog Joined June 2009
Canada11349 Posts
April 16 2011 07:37 GMT
#10
Expanding on KMARTRULES idea

I wonder if the other way you could do it is simply the further you are from your nexus, the longer it takes to warp in- to the point where it could be debilitating- however, expansions would help the warp gates in the mid to late game- it might even be building a forward nexus. But maybe not.

What would probably happen, is people would find the optimal distance nexus to forward pylons to warp in and generally warp in there. It would at least make the toss's reinforcement line a little further away on larger maps.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
HiredGoonThug
Profile Joined March 2011
United States72 Posts
April 16 2011 08:50 GMT
#11
How bout you can't warp in units where your pylon's power overlaps with an enemy's pylon power?
This way defending a 4gate by walling off would be much more viable, as they couldn't warp onto the high ground.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 16 2011 09:23 GMT
#12
On April 16 2011 15:54 Vlare wrote:
6gate is easy to defend :|

The Zergs who lose to this push are lower level. That's their problem. It's a neat way to fix pvp I suppose, but proxy 2gate and canon is still a dominant strat. I don't really like the idea of restrictions on warpgates though because in those awkward base trades this could cause issues.


Yeah, totally, especially that Julyzerg kid, I bet he just started playing SC like a week ago...what a chobo..



+ Show Spoiler +
massive, massive sarcasm
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
April 16 2011 09:50 GMT
#13
Personally, I think just adding in the additional damage warping in units take could go a long, long way without really disrupting any balance issues. Especially in PvP in terms of warping up zealots on the high ground while 4gating.
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
adeezy
Profile Blog Joined May 2010
United States1428 Posts
April 16 2011 10:23 GMT
#14
Putting warp gate research on the twilight council would be my choice.
I asked my friend how the ratio at a party was, he replied. "Let's just say for every guy there was two dudes."
kyarisan
Profile Joined May 2010
United States347 Posts
April 16 2011 10:33 GMT
#15
As a Protoss, I do not like the concept of nerfing the upgrade because the only logical solutions still feel like very messy measures, but I really don't think Blizzard has a choice (well I guess they do of course, but the decision not to fix it is poor for the game), as PvP is just out of control and I think people who claim it's going to evolve are helplessly hopeful or in denial...

The Nexus proximity changes seem best, whether you take additional damage being warped in from farther away, or whether it takes longer to warp-in from farther away or even being unable to altogether if beyond a certain distance, but they're not clean changes at all, and by that I mean that it seems odd and unintuitive that the warpgate functions in such a way. With Zerg creep bonuses feel natural, as the creep functions to sustain the Zerg structures and gives Zerg vision. But there is no apparent relationship between the warp-in "spell" and the Nexus to associate such a restriction, it just screams "we didn't know what else to do but we had to nerf it because it was broken".

It's too bad Protoss can't function without warpgates, if only this were more like BW :\
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
April 16 2011 10:39 GMT
#16
You can make it so units have to warp in close to the nexus, and I think that would be a better idea.

Also make warp in time same as build time.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
DarkPlasmaBall
Profile Blog Joined March 2010
United States44269 Posts
Last Edited: 2011-04-16 11:22:19
April 16 2011 11:20 GMT
#17
On April 16 2011 15:49 PlaGuE_R wrote:
Before I start this off, I would just like to point out that I'm a protoss.

I hear so many complaints about warpgates, it's too powerful, it's ridiculous, it's annoying etc.

I had an idea, that I think, personally, is pretty good. And I wanted to share it with you, the community.

What if, you were not able to warp in to a pylon unless it was a certain distance from your nexus until the 15 minute mark? For example, you would be able to warp in fine in the middle of a map, but a pylon inside a player's base or natural would be useless for warp in until the 15 minute mark? This, in my opinion, would fix PvP and the 4 warpgate fest that it is, it would also make 4 and 6 gate pushes in PvZ way easier for the zerg to defend.

in essence, warp gates would NOT rob defender's advantage anymore until a certain point in the game where robbing that advantage would not be too powerful anymore.

so, comment?


1. Those who are complaining should learn to defend and counter whatever they're losing to, just like everyone else does. For instance, I'm Protoss and don't like the idea of mutalisks coming into my base, but I understand what I generally need to do beforehand to prevent them from coming in... or if they do start poking around, what actions I can take to thwart off that attack. I'm not asking for the mutalisk to be nerfed, as much as they frustrate me (and countless other people).

2. Restricting pylon placement, regardless of the duration and distance, stops any form of early aggression from the Protoss. Period. Now, while the Protoss may not want to be aggressive and attack early every game, the threat of aggression must always exist (just like with the other two races), so that the opponents can't just sit back and power until the arbitrary mark when Protosses can actually use their warp-in function to their full effect.

3. Cheese is part of the game. That includes hidden tech, cannon rushes, and proxy building pushes. It's utterly ridiculous to remove these ideas, as it makes the game one-dimensional, less exciting, and stale. And much easier.

4. Did you put this in Blogs because you knew it would get closed in any other section? (Because it would. Topics like these are frowned upon.)
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States44269 Posts
Last Edited: 2011-04-16 11:26:02
April 16 2011 11:25 GMT
#18
This is just going to degrade into a "How about THIS nerf to Warpgate?" "Nah, well what about doing X to Warpgate?"

It already is, actually.

Warpgate tech is fine. Leave it alone and move on. There's a reason that these threads get closed every single time in the regular (non-blog) threads.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
April 16 2011 11:38 GMT
#19
There's a difference between making early aggression less powerful and cutting it off entirely. Neutering toss earlygame doesn't make things interesting as it causes people to do ridiculously greedy early builds as they know there is no threat of aggression.

The whole point of warpgates are that you can make units anywhere on the map you have power. Complicated systems like "takes longer to warp in the further away it is from the nearest nexus" directly contradict this as it is more advantageous to make units right on top of your nexus.

Don't try and change the design of the feature, improve your own game and focus on your own strategies instead of mindless pondering.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
April 16 2011 12:15 GMT
#20
The only thing I'd change about warpgates would be to stop pylons warping shit above cliffs. I hate that, and it might help pvp out a bit with defend 4gate on a regular sized ramp without 4 zealots being thrown right up through your FF.
ProgamerAustralian alcohol user follow @iaguzSC2
tyCe
Profile Joined March 2010
Australia2542 Posts
April 16 2011 13:12 GMT
#21
Maybe they can use the Nexus as the warping-in instrument. Just have a big arc like sensor towers.
Betrayed by EG.BuK
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 16 2011 14:02 GMT
#22
I say, it would be nice to have a dedicated map-maker who would be more than happy to implement these kinds of ideas to test in a custom map.

Anyways, it really does seem that Warpgate is too cheap, too soon in the tech tree, and too relied on compared to normal Gateways. While OP's suggestion does seem somewhat decent, I think it might also be reasonable to move Warpgate up the tech tree and/or tweak it so that normal Gateways are a viable alternative. It really bothers me that Blizzard decided to implement a button that transforms Warpgates back into Gateways when there are absolutely no advantages to do so.
ㅇㅅㅌㅅ
TheAwesomeAll
Profile Joined January 2011
Netherlands1609 Posts
April 16 2011 14:40 GMT
#23
a way better way to fix pvp is to make it unable to warp in units on a ramp. Which would criple the 4 gate :D
dr Helvetica <3
50bani
Profile Blog Joined June 2009
Romania480 Posts
April 16 2011 17:25 GMT
#24
Just turn them back into gateways then back into warpgates and warpin another round
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
Strike_
Profile Blog Joined January 2011
Netherlands704 Posts
Last Edited: 2011-04-16 20:09:46
April 16 2011 20:09 GMT
#25
On April 16 2011 19:33 kyarisan wrote:
As a Protoss, I do not like the concept of nerfing the upgrade because the only logical solutions still feel like very messy measures, but I really don't think Blizzard has a choice (well I guess they do of course, but the decision not to fix it is poor for the game), as PvP is just out of control and I think people who claim it's going to evolve are helplessly hopeful or in denial...

The Nexus proximity changes seem best, whether you take additional damage being warped in from farther away, or whether it takes longer to warp-in from farther away or even being unable to altogether if beyond a certain distance, but they're not clean changes at all, and by that I mean that it seems odd and unintuitive that the warpgate functions in such a way. With Zerg creep bonuses feel natural, as the creep functions to sustain the Zerg structures and gives Zerg vision. But there is no apparent relationship between the warp-in "spell" and the Nexus to associate such a restriction, it just screams "we didn't know what else to do but we had to nerf it because it was broken".

It's too bad Protoss can't function without warpgates, if only this were more like BW :\

Why are you comparing creep to warpgates?
They're completely different things.
Normal
Please log in or register to reply.
Live Events Refresh
Esports World Cup
10:00
2025 - Day 1
Astrea vs HeRoMaRinELIVE!
Lambo vs TBD
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Classic vs Rogue
Serral vs ByuN
EWC_Arena3658
ComeBackTV 1815
TaKeTV 458
Hui .451
Berry_CruncH324
3DClanTV 234
Fuzer 216
Rex210
CranKy Ducklings157
EnkiAlexander 134
mcanning123
Reynor111
UpATreeSC104
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EWC_Arena3658
Hui .451
Fuzer 216
Rex 210
mcanning 123
Reynor 111
UpATreeSC 104
StarCraft: Brood War
Britney 32658
Barracks 2690
Bisu 2223
Jaedong 871
Mini 806
EffOrt 749
Stork 618
Larva 497
firebathero 409
Soma 393
[ Show more ]
Soulkey 207
Snow 161
ToSsGirL 142
Pusan 135
ZerO 97
Rush 83
PianO 65
Backho 61
Sharp 48
Movie 46
Free 33
soO 31
sSak 27
JulyZerg 21
sas.Sziky 19
Shine 18
zelot 18
Icarus 16
Noble 15
yabsab 10
ivOry 9
Terrorterran 3
Dota 2
XcaliburYe370
BananaSlamJamma317
Counter-Strike
x6flipin684
oskar174
markeloff128
edward67
Super Smash Bros
Westballz28
Heroes of the Storm
Khaldor84
Other Games
singsing2564
B2W.Neo1228
crisheroes414
SortOf143
ArmadaUGS78
Trikslyr24
ZerO(Twitch)18
Organizations
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV575
League of Legends
• Nemesis3438
• Stunt789
Upcoming Events
Esports World Cup
21h 21m
Esports World Cup
1d 21h
Esports World Cup
2 days
CranKy Ducklings
3 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
4 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
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
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.