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PvP is going to change in the next Patch ! - Page 30

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bpork
Profile Joined March 2011
United States23 Posts
April 22 2011 18:34 GMT
#581
yea, i just wanted to call BS on a random poster

Definitely a fan of delaying warp gate tech and buffing gateway speed (it doesn't make sense that warp in is faster??) -- how it's implemented though, I will leave it to Blizz since really, that's all we can do.
"Our BM is never prioritized over our macro" - Destiny
DarkRise
Profile Joined November 2010
1644 Posts
April 22 2011 18:36 GMT
#582
Would 7RR into speedlings be a problem?
GoldenH
Profile Blog Joined March 2010
1115 Posts
April 22 2011 18:36 GMT
#583
I'm really *not* a fan of this as it would make 6 gates even stronger, make it impossible to hold off timing attacks that toss currently only can due to having an extra 4 units from WG, and make proxy gateways far better. You won't have those units with a shorter build time, because the minerals will still be in the queue.

Improve gateway units, put warpgate on dark shrine.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Offhand
Profile Joined June 2010
United States1869 Posts
April 22 2011 18:37 GMT
#584
This is probably going to kill offensive protoss ability for however long the increase in warp gate is. Unless it's some shitty rush map that stalkers could traverse quickly, pushes before the 6:30 mark probably won't happen.

If this actually helps develop a more macro oriented game I'm all for it. If they only tack 30 seconds or so on top of the warp gate timing then the only builds that will come of it are fast robos for early immortals (that actually work).
kvn4444
Profile Joined September 2010
1510 Posts
April 22 2011 18:38 GMT
#585
its nice they looking into this. but might just see more 2 gate proxy with zealots with reduced gateway time. also might make toss vulnerable to other races rush builds. tough to say but look forward to it.
Tor
Profile Joined March 2008
Canada231 Posts
April 22 2011 18:39 GMT
#586
I don't understand? If players choose to repeatedly do 4gate even with valid strategies to stop it, doesn't that make the matchup subjectively player defined? There is no 'right' way to play the game. Noone says you HAVE to 4 gate


The problem is when a strategy is so powerful that you are forced into playing to counter it. All of a sudden you are limiting playstyles that make for more interesting games.

With 4gating you create a situation where neither player can expand. You create a situation where if you decide to defend you are forced to turtle excessively or react using 4gates of your own (and from what i've seen even the slightest delay in your reaction leads to a 4 unit smaller army and you lose)

Also, when I watch pro level players consistently lose to 4gates in pvp I find it hard to believe that there are tonnes of counters to 4gate. And I certainly dont want to watch 4gate vs 4gate even at the highest level of play.

It's not about balancing, because you can't typically say a mirror match is imbalanced. It's about creating a good fun game, that is dynamic and interesting not only to play but to watch.

ShotoElite
Profile Joined March 2011
United States79 Posts
April 22 2011 18:45 GMT
#587
On April 23 2011 03:21 bpork wrote:
I'm curious - what are the many counters to 4 gate?

3 stalker rush that Artosis does
2 gate pressure that adelscott does with no gas
defensive 4gate of your own just owns offensive 4gate

I don't understand those who complain about dying to 4gate. It is easy to stop, and you are way ahead when you do stop it.

As for the spectator perspective....who cares what they think about gameplay? I think golf is boring to watch so I don't watch it. I think baseball is boring so I don't watch it. I don't complain that golf should be played differently because I don't like the way it looks as a spectator. I LIKE watching PvP because I learn tons from it as a player and it is easily the most micro intensive and exciting matchup in the game. If you don't like it, then too bad.
watsup
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
April 22 2011 18:45 GMT
#588
On April 23 2011 01:09 Kenod wrote:
Show nested quote +
On April 23 2011 01:06 Nevuk wrote:
On April 23 2011 00:50 Archon96 wrote:
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").



Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

You ever play a little game called broodwar?


You ever played a little game called Starcraft 2 and not Starcraft Brood War ?

You claimed that warp-gate mechanics define protoss. Which is not the case at all. Protoss are defined by higher food cost and more powerful individual units (ie 1 zealot vs 1 marine). By your definition BW protoss are terran. Which is completely inaccurate and illogical. SC2 protoss are far more like terran than BW protoss ever were.

Warpgates have always been kind of stupid lorewise because a gateway is actually warping in units already. So a warpgate shouldn't alter the build time at all, really.
GinDo
Profile Blog Joined September 2010
3327 Posts
April 22 2011 18:46 GMT
#589
On April 23 2011 03:36 DarkRise wrote:
Would 7RR into speedlings be a problem?


The only issue will be for poor Protoss players who don't know how to make constant unit production needing that insta Sentry and dieing because of it.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Karn3
Profile Joined December 2010
United Kingdom134 Posts
April 22 2011 18:46 GMT
#590
I'll need to think about this a bit more or see exactly what the change will be (if any). My initial reaction is that unless they make a significant change to the warp gate research time, the difference to the matchup overall will be negligible. 4warpgate will just come a little bit later and make a robo opening a little more viable. 2gate might become a bit more badass if they alter the spawn times for gateways, and i think that may adversely affect other match ups as well.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 22 2011 18:47 GMT
#591
On April 23 2011 03:45 ShotoElite wrote:
Show nested quote +
On April 23 2011 03:21 bpork wrote:
I'm curious - what are the many counters to 4 gate?

3 stalker rush that Artosis does
2 gate pressure that adelscott does with no gas
defensive 4gate of your own just owns offensive 4gate

I don't understand those who complain about dying to 4gate. It is easy to stop, and you are way ahead when you do stop it.

As for the spectator perspective....who cares what they think about gameplay? I think golf is boring to watch so I don't watch it. I think baseball is boring so I don't watch it. I don't complain that golf should be played differently because I don't like the way it looks as a spectator. I LIKE watching PvP because I learn tons from it as a player and it is easily the most micro intensive and exciting matchup in the game. If you don't like it, then too bad.


Are you trolling?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 22 2011 18:47 GMT
#592
On April 23 2011 03:39 Tor wrote:
Show nested quote +
I don't understand? If players choose to repeatedly do 4gate even with valid strategies to stop it, doesn't that make the matchup subjectively player defined? There is no 'right' way to play the game. Noone says you HAVE to 4 gate


The problem is when a strategy is so powerful that you are forced into playing to counter it. All of a sudden you are limiting playstyles that make for more interesting games.

With 4gating you create a situation where neither player can expand. You create a situation where if you decide to defend you are forced to turtle excessively or react using 4gates of your own (and from what i've seen even the slightest delay in your reaction leads to a 4 unit smaller army and you lose)

Also, when I watch pro level players consistently lose to 4gates in pvp I find it hard to believe that there are tonnes of counters to 4gate. And I certainly dont want to watch 4gate vs 4gate even at the highest level of play.

It's not about balancing, because you can't typically say a mirror match is imbalanced. It's about creating a good fun game, that is dynamic and interesting not only to play but to watch.


Shouldn't you be concerned about balance first though? I really think that they should be paying attention to the other, nonmirror matchups before looking at one which is 100% guaranteed to be balanced... and watching a Protoss make a huge ass deathball and attack is more boring to watch than 4gate wars - in 4gate wars you at least get to watch intense micro battles to determine the victor.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Samhax
Profile Joined August 2010
1054 Posts
April 22 2011 18:47 GMT
#593
On April 23 2011 03:45 ShotoElite wrote:
Show nested quote +
On April 23 2011 03:21 bpork wrote:
I'm curious - what are the many counters to 4 gate?

3 stalker rush that Artosis does
2 gate pressure that adelscott does with no gas
defensive 4gate of your own just owns offensive 4gate

I don't understand those who complain about dying to 4gate. It is easy to stop, and you are way ahead when you do stop it.

As for the spectator perspective....who cares what they think about gameplay? I think golf is boring to watch so I don't watch it. I think baseball is boring so I don't watch it. I don't complain that golf should be played differently because I don't like the way it looks as a spectator. I LIKE watching PvP because I learn tons from it as a player and it is easily the most micro intensive and exciting matchup in the game. If you don't like it, then too bad.


Ok if it's so easy to hold why each time we see a PvP the guy who don't 4 gate die in painfull way? Do you think someone can hold a perfect executed 4gate from a player like MC. I don't think so, that's why they try to fix it.
Bulldozor
Profile Joined February 2011
Denmark74 Posts
April 22 2011 18:49 GMT
#594
Everyone is talking about PvP, but how is this gonna change PvT?

Proxygate will be tremendously strong with a faster buildtime on zealots and the longer buildtime on bunker last patch..


Thoughts?
Fungal Growth
Profile Joined November 2010
United States434 Posts
April 22 2011 18:51 GMT
#595
Do think an increase in warp-research time has to happen. The alt is nerfing the gateway units and that causes so many other problem.

One other way blizzard could protect against 4-gates...is with the map designs. What if each base had a xel-naga watch tower inside of their base? This would make it so much easier to defend proxy pylons and 4 gates (not to mention cannon rushing, proxy racks and the other cheese out there). They could also get rid of the stupid weeds/smoke screens that really facilitate a lot of these cheesy strategies. SC2 should be a strategy game like chess...not a game of hide and seek of the pylon.

Then if Blizzard is desperate...they could introduce a new unit to counter this problem. What about the shield battery coming back? Would make defending 4 gate (and cheese in general) much easier?

Blizzard is ignoring the 800 pound gorilla in the room...and that is colossi. There is a fix... Buff the stupid immortal. Presently it isn't a very cost effective unit...it is meant to counter roaches but due to its build time easily gets overrun by roach spam. Same vs rauders...it's just not super effective vs them. As for PvP on paper they should be great! They can blast stalkers and colossi...reality is a different story though because of their lousy range. The Immortal needs to have decreased build time and possibly a range increase (it's lousy range is a huge liability in big confrontations). Maybe also to encourage the immortal to be used more in late game situations, decrease it's supply from 4 to 3 as well.

The colossi on the other hand...has to have thermal lance nerfed...as a unit itself it's not too bad but their range is just so ridiculous with thermal lance that it discourages micro and encourages mindless stalker/colossi balls. Maybe to compensate increase the range of collosi without lance by 1 to offset a nerf of say 2 to the range upgrade.

Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 22 2011 18:51 GMT
#596
I dont think this change is needed. I use to hate pvp, but now that I know how to play it properly I am starting to enjoy it. Getting past the 4gate stage really isn't that difficult. Mid game pvp has a lot of options and is quite interesting and fun to play.
Befree
Profile Joined April 2010
695 Posts
April 22 2011 18:55 GMT
#597
Quite the difficult task (no matter how many "obviously you just change this and its fixed" threads/comments we've had before).

I really look forward to their solution, it's gonna take something creative.
FirmTofu
Profile Joined March 2011
United States1956 Posts
April 22 2011 18:56 GMT
#598
I don't know if this has been mentioned yet, but I think instead of switching around timing which would affect the balance of every racial matchup, the ideal solution would be to add a researchable upgrade to split the current benefits of warpgate tech.

Analyzing the current benefits:
1)Faster build time
2)Can warp in wherever theres a pylon or a warp prism

We can have one upgrade called warp gate technology at the cyber core that only allows warping in of units and does not decrease the regular gateway build time.

The other new upgrade's effect can be to decrease the build time of warping in units to that of the current time. We can tentatively place this at the nexus, with a cyber core requirement to be researched.

By splitting upgrades, we decrease the effectiveness of early warpgate pushes in PvP, while maintaining its effectiveness in other matchups.


I lie a lot when I'm town. I never lie when I'm scum.
bpork
Profile Joined March 2011
United States23 Posts
April 22 2011 18:57 GMT
#599
On April 23 2011 03:45 ShotoElite wrote:
Show nested quote +
On April 23 2011 03:21 bpork wrote:
I'm curious - what are the many counters to 4 gate?

3 stalker rush that Artosis does
2 gate pressure that adelscott does with no gas
defensive 4gate of your own just owns offensive 4gate

I don't understand those who complain about dying to 4gate. It is easy to stop, and you are way ahead when you do stop it.

As for the spectator perspective....who cares what they think about gameplay? I think golf is boring to watch so I don't watch it. I think baseball is boring so I don't watch it. I don't complain that golf should be played differently because I don't like the way it looks as a spectator. I LIKE watching PvP because I learn tons from it as a player and it is easily the most micro intensive and exciting matchup in the game. If you don't like it, then too bad.


I mean, we're on a starcraft forum. If I can't voice out that PvP is boring, then wtf? An opinion is an opinion so to each their own.

I loved watching a ZvZ mirror that Sheth played against a random zerg and they had a mirror match of ling/baneling. I also learned a lot too, but I think the difference is the excitement that each unit brings in that situation since lings and banelings are going all over the place microing. A 4 gate is a bunch of zealots and stalkers doing tons of micro. As a protoss, I'd imagine this is great to see for as you said learning etc, but to someone who does not play the race, it is boring to me. I think all the mirrors are micro intensive.

Thanks for the examples - I'll see what that looks like.
"Our BM is never prioritized over our macro" - Destiny
Logo
Profile Blog Joined April 2010
United States7542 Posts
April 22 2011 18:58 GMT
#600
It'd be a great change ZvP too I'd imagine as it'd throw the timings off on the fake 3-gate expand.
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