This matter worries me long ago. I didn't find any answer for this.
Why Protoss Gateway, Robotics facility andStargate aren't showing that units are in production?
As we can see every building of every race expect Protoss is showing that unit is in production. In Terrans - CC, Barracks, Factory and Starport start to blink while unit is producing. In Zerg - the larva of Hatchery (Lair, Hive) turns into egg to show that unit has ordered. But in Protoss, only Nexus (+Stargate) blinks when probe is in production. What about zealots, goons, reavers and etc.? How to know if opponent produces them? Even upgrades are blinking or some details of building are moving to show that.
Doesn't it means that opponent gets disadvantage (imba buildings) when not sees that Protoss unit is in a production? Did Blizzard forget to add a blink to these buildings???
I don't think the question why has an answer at this point in time. You can probably see it as an advantage for protoss, but I highly doubt it ever had any impact on balance.
I guess you just have accept you won't know for sure; make an educated guess.
Im sure the why is driven by lore. Protoss stuff is warped in from other planets, dragoon is dead zealot or something. It's a "channeling" rather than build
I guess robo should probably blink if thats the lore. I assume stargate blinks bevause those are ships being built.
Balance wise it'd effect robo and proxy gates I guess. Or remax.
Yes they are not blinking, but from blinking buildings you can't tell what unit or upgrade is producing. And the second point you as T or Z, little or more build your strategy to counter tech or mass, then the produced type units.
Yeah, it's pretty annoying that Gateways and Robo Facilities don't have work animations like every other Protoss building and every Terran building. It's so inconsistent. If BW were ever to be remade, I wouldn't mind someone adding in work animations to those buildings.
I guess robo should probably blink if thats the lore. I assume stargate blinks bevause those are ships being built.
The Stargate warps in ships. It doesn't build them.
BUT ALDARIS SAID OUR GREAT FLEETS WERE DESTROYED.
so are these homeless guys living on the slum of a planet shitkurus summoning these fleets from nothing?!
The ships are warped in from the same places that the gateway units are warped in from. And the buildings. First it was Aiur, Then it became Shakuras or something.
Zerg buildings don't show that they are upgrading something. While protoss (at least forge and cybernetic) and terran buildings do. This certainly has an effect on balance. As a terran I would love to see if there is a dark templar to pop out of the gateway at the exe i am about to kill. Or if the zerg is producing the lurker upgrade. (or if I should focus to evo chamber for that matter)
However, there are so many things different between each race that you might consider imbalanced (terran buildings can move, uh) if you look at it in a vacuum. Yes, it is an advantage for protoss (and zerg) in that aspect. No, it is not imbalanced.
I guess robo should probably blink if thats the lore. I assume stargate blinks bevause those are ships being built.
The Stargate warps in ships. It doesn't build them.
BUT ALDARIS SAID OUR GREAT FLEETS WERE DESTROYED.
so are these homeless guys living on the slum of a planet shitkurus summoning these fleets from nothing?!
The ships are warped in from the same places that the gateway units are warped in from. And the buildings. First it was Aiur, Then it became Shakuras or something.
dude those DT savages can only scour up some poverty tier corsairs. they don't even khala.
On October 21 2014 04:38 Grobyc wrote: This... "worries" you?
I doubt Blizzard forgot to add that, I don't think they thought it was a big deal.
There are so many other things that aren't consistent throughout the game that it really doesn't matter much in terms of balance.
can you name some? (besides walling ofc)
All Zergs units are built from larva and all eggs are the exact same shape/size whether they're building drones or ultras. They're basically always going to be building something with their larva, simply seeing eggs doesn't tell you anything about what they're making (the only exception I can think of to this is if you see a bunch of idle larva simultaneously prior to a spire finishing, but that's so standard it hardly changes anything).
Or pathing between units. protoss dragoons and reavers simply have terrible AI/pathing along with sometimes goliaths and valkyries.
Some terran buildings can liftoff but not all. Why did they make it so armouries cannot liftoff while engineering bays and science facilities can?
If terran or protoss units are building and there is no room for the unit to be spawned, they simply don't build while zerg units will always pop out of the eggs and can later be freed by moving units or killing sometimes.
According to the game, all workers have the same attack range yet probes somehow manage to outrange SCVs and drones.
Why do some units like the firebat or zealot have their damage split into two attacks but other units like the goliaths ground attack, tanks ground attack, scouts ground attack, ultralisks attack (they have two guns, one of each "arm", two cleavers for ultralisk), etc not? It makes armour upgrades against these units especially effective.
I'm sure I could think of a few more if I wanted to. There's so many inconsistencies I just don't see how this specific one matters. Not to say that it doesn't have any potential to cause balance faults or anything; if we could fix/change them I wouldn't be opposed to it. It just shouldn't be any more worrisome than one of the other many quirks of the game.