PvP is going to change in the next Patch ! - Page 18
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mprs
Canada2933 Posts
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Demonaz
United Kingdom1219 Posts
Forgive my old, withered brood war heart, but I too like this idea a lot. Given that you still can turn gateways into warpgates and back again, gives you the option of changing around. It adds a choice of style and a tactical dimension of when to use gateways and when to convert them into warpgates for forward/offensive reinforcement. This. It makes a lot of sense for gateways to be viable along with warpgates. Could lead to all sorts of interesting strategies converting back and forth depending on whether the player wants to be offensive or defensive. How this would be achieved is questionable, but I quite like the idea of gateways producing units faster where as warping in takes a little longer or has more of a cooldown rather than warpgates automatically being superior to gateways. Obviously requires a lot of thought and testing, but if done properly could fix a few balance issues and lead to more dynamic playing, even *gasp* making pvp GOOD. | ||
AcrossFiveJulys
United States3612 Posts
On April 22 2011 22:32 Apolo wrote: toss will have colossus which are fairly slow. Colossus are slow!?! for gods sake, they are the same speed as marines/marauders (units that are considered mobile) and have good mobility being able to cliff walk. | ||
Zaros
United Kingdom3692 Posts
On April 22 2011 23:08 Demonaz wrote: This. It makes a lot of sense for gateways to be viable along with warpgates. Could lead to all sorts of interesting strategies converting back and forth depending on whether the player wants to be offensive or defensive. How this would be achieved is questionable, but I quite like the idea of gateways producing units faster where is warping in takes a little longer or has more of a cooldown. Obviously requires a lot of thought and testing, but if done properly could fix a few balance issues and lead to more dynamic playing, even *gasp* making pvp GOOD. I dont think PvP can ever be classed as good with the way the collosus functions at the moment. | ||
Samhax
1054 Posts
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Benjef
United Kingdom6921 Posts
But with this is somewhat forces PvX into a macro game (unless they cheese), as their 4 gate would now be very delayed. Well either way at least we will start to see some PvP end game again. Edit - On a further note, how would this develop when people are macroing, turn off warpgate when turtling at home ? and then turn into wargates when your being offensive? That could potentially make the Protoss skill cap increase greatly, knowing when to use warpgate or a gateway, could be very interesting! | ||
WhiteDog
France8650 Posts
On April 22 2011 23:13 Samhax wrote: Like many people said it, i would love to see a system where warpgates give you an advantage to reinforce quickly in battle and normal gateways an advantage when you are macroing in your base, it would totally make sens. You mean like warpgates' units cost more than gateways ? Or gateways' units cost less... for that matter. | ||
Demonaz
United Kingdom1219 Posts
On April 22 2011 23:09 Zaros wrote: I dont think PvP can ever be classed as good with the way the collosus functions at the moment. Okay not good, but a little better and liable to last longer than five minutes. I just really like the idea of making warpgate an option rather than a necessity. | ||
Woony
Germany6657 Posts
On April 22 2011 23:09 Zaros wrote: I dont think PvP can ever be classed as good with the way the collosus functions at the moment. Yeah midgame/endgame PvP will still mostly be boring ass collosus wars. | ||
skipdog172
United States331 Posts
On April 22 2011 17:45 dacthehork wrote: The concept of early game warp technology was a flawed one 1. Warp Tech is required and happens at the beginning of the game 2. Warp Tech removes defenders advantage in terms of production timing / walk distance. Who could have foreseen that Warp Gate would create rush imbalances Warp Tech as a lategame upgrade just makes far more sense and fosters macro / skilled games (can't have that). Instead of moving warp gate to a much higher tier instead they have spent the last year balancing around having protoss able to eliminate map distance/size. I like that idea. It would also mean that a toss player may very well go back and fourth between gateways/warpgates depending on the current game state. When he is moving out to attack, make them warpgates. It also lets them do things like when defending, changing all gateways to warpgates immediately after a production cycle just to warp in another round of units quickly. As a protoss player, I'll be honest in that warpgates make macro a bit too easy/boring and having to decide when to switch gateways to warpgates and vice versa would be very fun and add another element to macro skill! | ||
Samhax
1054 Posts
On April 22 2011 23:15 WhiteDog wrote: You mean like warpgate units cost more than gateways ? Or gateways cost less... for that matter. Maybe, but i don't know if they can balance it in that way. I was thinking more in a matter of a build time. gateways give you units faster than warpgates in your base but when you take the distance travel, warpgates give you units faster in the battle. i don't really know but make normal gateways usefull can't be bad :p | ||
0neder
United States3733 Posts
Poll: Would reversing G8way & WG cooldown improve SC2 balance + excitement? Yes (21) No (11) 32 total votes Your vote: Would reversing G8way & WG cooldown improve SC2 balance + excitement? | ||
Pirat6662001
Russian Federation949 Posts
time to start walling off against toss | ||
Goblinoid
United States55 Posts
On April 22 2011 17:44 Fadetowhite wrote: i would love the fact if gateways actually produced (slightly) faster than warpgates but warpgates have the bonus of the units appearing where you want them. Never really liked the warpgate function when i offrace since i come from a broodwar background and i would love it if gateways were actually viable beyond the warpgate research timing! I agree, it's strange that there's absolutely no tradeoff. I like the idea of changing between warpgates and gateways on the fly to maximize mobility and production of units. | ||
2v2SNAX
Canada97 Posts
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Turbo.Tactics
Germany675 Posts
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Zaros
United Kingdom3692 Posts
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Irrelevant
United States2364 Posts
As for pvp I'm still not sure, honestly I'm not sure which I find more boring to watch and play 4gate or colossus wars, I think I enjoy 4gate in both aspects better. | ||
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getter1
27 Posts
I've always felt that the Warp Gate technology should have been approached differently. In the early stages of the game I used to think/feel that warp gate would have slower production as a sacrifice for being able to warp in anywhere, but this just didn't seem to be the case. I think its a lot more logical to make the warpgate tech an OPTION. But not a requirement for every situation. How could changing the production rates effect the game? Well from my 'platinum level' perspective I could see a few things happening. 1. This will allow builds and macro styles to get more refined into a niche expertise. Finer tuning of income/spending rates for your goal. 2. You will now have to micro your macro. This means Protoss now would have another decision to make in their game. If they are on the defensive end, do they want to have instant warp in to deal with the harass the moment it arrives, or do they want to have faster production within their base? Something like this would make Protoss players have to be more conscious about which mode their buildings are in. 3. This could also make for interesting gate/warp mechanics and ratios. Use several gateways to pump in gateways to the main force while you set up a proxy pylon to warp in a flanking/pincer group. To those who would think that this would just lead to fast rushes, then perhaps a variable production equation could be used based on your level of tech you have out. So as your tech advances, the base speed of gateway production increases. Cybernetics core will give you one boost, and then a templar archives will give you another little bump. | ||
Al Bundy
7257 Posts
As a Protoss player, I welcome any change related to the PvP matchup. I'm definitely going to try and come up with late tech build orders. Also if this change allows players to use high tier units more often, then I'm all for it. Oftentimes in PvP we can witness incredible micro, sure, but it's mostly gateway units micro. I can't wait to see how progamers will develop Robo units' & Templar units' micromanagement. In my opinion, -Warp prism is wayyy underused. Look at what these crazy Terran players can do with the dropships. Can't we do some similar tactics? Also it's a flying pylon. -Collossus micro is relatively unexplored. I mean, with the insane range and imba cliff walking, I feel that there is definitely a possibility of totally abusing the maps's architecture, even moreso than nowadays. All in all, hopefully late-game situations are going to be a lot more common. Late-game really has a ton of potential when you think about it. Again, I'm talking about the PvP matchup. As long as we don't have further information, there's absolutely no way to know how this change is going to modify the other matchups. Also I noticed that a lot of people are playing "game devs" in this thread. Any balance / number tweaking suggestion is utterly USELESS ok, thank you very much. I appreciate the effort but it's really useless. | ||
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