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On April 23 2011 02:00 Whitewing wrote: Easy mode fix: Have warpgates warp in units near your nexus or a warp prism, and require a separate upgrade to warp them in from pylons.
*BAM* wow.. this is actually quite brilliant! I approve <3
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I'm going to proxy 2gate almost every zerg from now on. Faster Zealots gogogo.
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To be honest, Im fine with the 4gate vs 4gate battle. It relies much on micro and the games are short. If it does happen to be an even fight, its whoever can get collosus out fast enough without dying from any counters. Sometimes it can be a coin flip, but changing warpgates/gateways would mess up all the other matchups.
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This is going to make 2 gate zealot pressure SOOO strong...
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feel like this is going to mess things up T_T
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You could always just decrease build time of units from gateways so that if you use warpgate you have to wait longer for reinforcements then a guy who made them from warpgates *trollface*
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Sweden33719 Posts
So proxy gates will become undefendable again, and terrans will win games by random poking at Ps ramp, again.
Sounds like fun.
I hope it works out better than it does in my mind lol
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On April 23 2011 02:02 djcube wrote: Interesting potential changes. I'm not exactly sure how this would discourage 4gate in PvP, though. What would stop the player 4gating from just pumping units off 4 gateways, then timing their attack when warpgates would kick in?
a sentry, or two... The thing with the current 4 gate timing is that getting a sentry at your ramp is extreme timing, let alone having units to support that sentry. Now if Warp gate is delayed, you could potentially have enough units, robo and a sentry or 2 sitting at your ramp, while your army will be weaker, the defender has a much larger chance of defending, and killing units that warp up the ramp or prevent units from going up the ramp.
however, the interesting change will be on how this effects the whole early metagame. Will protoss in PvP turn into a 2 gate make units to survive? or will the change on the zealot build time be enough to not have this happen. It is a really fine line with timing windows in this matchup.
On April 23 2011 02:11 Liquid`Jinro wrote: So proxy gates will become undefendable again, and terrans will win games by random poking at Ps ramp, again.
Sounds like fun.
I hope it works out better than it does in my mind lol
same, the matchup as a whole feels like a mess. 2 gate, cannon rushes, 4 warpgate. Are currently the 3 most common options followed by some form of 3 gate defense. and even then the protoss mid and late game seems broke. The colossus transition is fine, but when it starts going late game, mass voids are just probably the lamest thing ive seen.
on the bright side it should make defending 6,7,8 pools extremely freaking easy... depending on the build time buff for the zealot would mean not even having to scout a zerg for that cheese lol.
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I think blizzard is aware of what might happen if they decrease zealot build time, so don't be to hasty until you see the changes. This guy only gave a hint and everybody is acting like they have actual changes.
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The whole pvz 3gate expand timing really relies on being able to pop out one sentry then warp in another one when the research finishes. Hope I can still hold on to a nexus in pvz.
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Are they going to make the gateway units build time the same timing as the cooldown?
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And the MC style Nexus-cancel remains untouched, most likely, even though you have to blind counter it as Z or lose. Why not just make warp-in have a longer cooldown instead of making proxygates ridiculous?
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On April 23 2011 02:09 DivineSC wrote: This is going to make 2 gate zealot pressure SOOO strong...
You mean viable?
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This ruin s the spani build now. Zealot rush or double stalker pressure Hope you zergs are happy youve sealed your own fate.
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On April 23 2011 02:00 Whitewing wrote: Easy mode fix: Have warpgates warp in units near your nexus or a warp prism, and require a separate upgrade to warp them in from pylons.
*BAM*
The question that matter is when this separate upgrade has to kick in (early/mid? mid? mid/late? or late?)
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I dont think they need to do anything to 4 gate. I think they need to change the immortal. An immortal opening is SO close to stopping a 4 gate. If you could get the immortal out faster, 4 gate would be dead.
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just limit the early game range of warp ins, the problem isnt the 4 gate rush in itself, its the ridiculous fucking warp in on high ground, where you cant do anything once that happens.
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I liked Tyler's suggestion on sotg, make 1 FF block vision up a ramp so a 4 gate can't warp in on your high ground. I really hope they are looking at the fact that every protoss matchup is centered around the colossus. Playing protoss is so boring and predictable right now. Whenever I play pvt the terrans blind counter with vikings in the mid game, it makes any colossus play or stargate play fail. I hope they make storm not have to be researched, so templar become viable without colossus first. Emp and fungal are both better than storm and don't have to be researched. They also can act as detection which storm cannot.
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On April 23 2011 02:20 PlaGuE_R wrote: just limit the early game range of warp ins, the problem isnt the 4 gate rush in itself, its the ridiculous fucking warp in on high ground, where you cant do anything once that happens.
There are 2 problems :
-warp in on high ground -no advantage to the defender because of the warp in
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This could make the one zelot one stalker push against T even more powerful if those units come out even faster I think they are flirting with a dangerous change.
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