PvP is going to change in the next Patch ! - Page 41
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peidongyang
Canada2084 Posts
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Trowa127
United Kingdom1230 Posts
All this 'Protoss is the easiest race' stuff is fucking lol though. | ||
Baarn
United States2702 Posts
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zZygote
Canada898 Posts
There are definitely a lot of positive things that can come out with this, but it's a little late to modify such a fundamental part of protoss - warpgates. | ||
Baarn
United States2702 Posts
On April 23 2011 17:28 zZygote wrote: I honestly believe the changes will be pretty hard to adjust. Since beta I've been fond of shift + __ whatever unit I wanted and now i'll have to make a balance between non-warpgates and warpgates. There are definitely a lot of positive things that can come out with this, but it's a little late to modify such a fundamental part of protoss - warpgates. Yeah it's something worth considering but the timings have to be good enough for you to change your gateways into normal gates if you get contained. I think the change is aimed at early game so if you get contained you won't have to worry about when your warp finishes to defend. | ||
DrGreen
Poland708 Posts
On April 23 2011 17:19 peidongyang wrote: so then this makes bullshit like 2 gate or 3 gate zealots really good.... 1.5x? Holy crap 2 gate zealots would be the new pvp lol. Learn to read newb. I'm happe to see this change comming, however protosses will need to change EVERY build and opening which will take some time. | ||
esaul17
Canada547 Posts
Depending on the numbers you could likely cut a gateway so you sacrifice less economy on this push with the same production or have an extra handful of units from your 6 gates due to the faster production. | ||
Guppers
United States94 Posts
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DreamSailor
Canada433 Posts
On April 23 2011 18:01 Guppers wrote: i couldn't possibly read 41 pages to find out if this was answered but when they say the gateway spawn time will be reduced, will it still be longer than the warpgate cooldown time? No one knows man. It could be anything at this point. I highly doubt they will nerf Warpgate in its current form though. | ||
lololol
5198 Posts
On April 23 2011 18:01 Guppers wrote: i couldn't possibly read 41 pages to find out if this was answered but when they say the gateway spawn time will be reduced, will it still be longer than the warpgate cooldown time? It will be longer for sure, because they said they are not changing warpgate cooldown times and reducing build times for units from gateways with over 10 seconds is going to make 2 gate proxy or 2 gate early pressure insane. | ||
Zax19
Czech Republic1136 Posts
If you apply Terran macro (spam you production unless you want to lose) to Protoss you will spend your money with 2 warpgates + tech on 1 base, but it's so much easier to just build 4 warpgates and chrono boost out expensive units when you need to attack or when your money goes high. Even with 3 warpgates it's actually pretty hard to pruduce constantly untill you're at 800/220 income. So I'd like to see gateways being faster than warpgates while warpgates being much slower than they're now. | ||
tdt
United States3179 Posts
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Kira761
United States62 Posts
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michaelhasanalias
Korea (South)1231 Posts
On April 23 2011 08:57 Disciple7 wrote: Wait, I know you're korean and all so it automatically makes you right but......please tell me you're kidding? If you think the fastest way to 6 stalkers and 1 zealot is chronoing the shit out of warp gate tech and CUTTING units, I think you should reconsider. The fastest way to get the most units at the opponent's base is by chronoing gateway and proxying a pylon. The fastest way to get the most units in your base is by starting wg research off your 1-gate core, and then chronoing your gateways instead of your wg research. | ||
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Liquid`Jinro
Sweden33719 Posts
On April 22 2011 22:32 Saechiis wrote: In beta mech was standard in TvP, until tanks got nerfed twice, try again. Also, plenty of Terrans are playing mech or biomech nowadays, making your rant sound pretty uninformed. Mech was never standard TvP - a handful of people played it, but thats it (I could probably name the mech players during beta just off the top of my head: PredY, Avilo, Goody and myself). | ||
WeeKeong
United States282 Posts
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JackDino
Gabon6219 Posts
On April 23 2011 19:10 WeeKeong wrote: Here's a better change, the pylon has to be powering another building to warp units to that pylon until a 10 mineral 5 second research in the twilight council/robo/stargate is researched. BOOM 4 gate nerfed across the board. Sadly, this will nerf 6 gate too so it's not foolproof. Yeah, and protoss will be crippled earlygame vs everything where they can only defend till they research a dumb thing. Best PvP change would be to be able to warp in units to any pylon, not just your own. | ||
Yaotzin
South Africa4280 Posts
On April 23 2011 18:45 tdt wrote: Blizz just patches too much. To me, something that can not be stopped is imba, and the powerful stuff is usually meta gamed around, eventually. 2 gate zealot rush while scary was delt with counter builds like spines and Roach before patch even came. 2gate was never dealt with. It left the Zerg crippled. 4Gate PvP is dealt with by 3 gate robo now and who knows what else down the road. 3gate robo does not stop 4gate. | ||
supdubdup
United States916 Posts
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FaZe
Canada472 Posts
PvP isn't broken, it's just in a state right now where people haven't figured out a great response to the 4gate that doesn't involve making 4 gates yourself. Hell, even if you do both 4 gate, there are a lot of variations. PvP is really micro intensive, and relies a lot on positioning and tactics. It's fun, it's dynamic. I love PvP, and am really sad that there might be a huge change to it. On April 23 2011 19:13 Yaotzin wrote: 2gate was never dealt with. It left the Zerg crippled. 3gate robo does not stop 4gate. I've seen 3 gate robo stop the 4gate tons of times at the highest level. Stop making blanket statements. | ||
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