• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:22
CEST 23:22
KST 06:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)5[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th152Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
Team Liquid Map Contest #22: Results and Winners StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued
Tourneys
Maestros of The Game 2 announcement and schedule ! Sea Duckling Open (Global, Bronze-Diamond) Douyu Cup 2026: $20,000 Legends Event (June 26-28) GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
The Korean Terminology Thread Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here!
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 2024 - 2026 Football Thread NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7247 users

The Warp Mechanic and How It Broke Protoss - Page 12

Forum Index > Closed
Post a Reply
Prev 1 10 11 12 13 14 43 Next All
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
September 08 2011 18:11 GMT
#221
On September 08 2011 19:07 MCMXVI wrote:
Good read, and I agree. Not only is it easier for terran to macro than for protoss and zerg (warp in and larva injects instead of queue queue queue), but to your question; how should they make offensive warp-ins weaker? Units spawn with less shields or armor or something?


Easier for Terran? Yes. But less rewarding, inject + warp gates/chrono are way better when fully utilized
Coincoin
Profile Joined March 2011
Canada5 Posts
September 08 2011 18:12 GMT
#222
On September 09 2011 01:49 arsenic wrote:
Show nested quote +
On September 09 2011 01:43 mrlie3 wrote:
OP already suggested a perfect solution to this problem - bring back the Shield Battery, strengthen gateway units, and weaken high-tech units (eg. Immortal obviously since Immortal with proxy Shield Battery means imba)

This would not be a perfect solution... The Shield Battery would be insanely strong offensively, especially when coupled with things like Blink Stalker pressure/rush.

...


Not if the Shield Battery is the Nexus. Granted, you could build an offensive Nexus, but then the other player deserves what's coming to him if you can somehow take advantage of that, just like an offensive planetary.

I personnaly think that a permanent aura around the nexus that removes the shield recharge cooldown while being attacked would be sufficient to give the defender an advantage without drastically comprimising the non mirror matchups since it would be such a marginal advantage.
Kaeru
Profile Blog Joined November 2005
Sweden552 Posts
September 08 2011 18:16 GMT
#223
--- Nuked ---
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
September 08 2011 18:20 GMT
#224
Here's what I would like to see:


Nexus now has a pylon-alike-radius

When the warptech research is done you can warp in at your nexus. You can no longer warp in at pylons.

Something you can do though is warp in at warp prism. Making the warp prism more unique and more of an harrasment tool it can also be used in battles so you can get quicker reinforcements but it's risky to do as the warp prism is somewhat easy to kill and it comes from the robo.


Now the game would need to be re-designed a bit but I think it would be better if they did what I just described and "start over". This would make PvP a lot funnier and defenders advantage would apply in all matchups.


Then again, this would need to be tested and you would need to lower the warpgate research and almost start over but I think that protoss would benefit from this in the long run
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
drgonzhere
Profile Joined November 2010
United States447 Posts
September 08 2011 18:21 GMT
#225
Interesting write up, I never really thought about it that way before.
Dictator for Life of the PuMa Fanclub/ DRG, PuMA, Sage, Puzzle, MMA Fighting!
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
September 08 2011 18:21 GMT
#226
On September 09 2011 03:11 PhiliBiRD wrote:
Show nested quote +
On September 08 2011 19:07 MCMXVI wrote:
Good read, and I agree. Not only is it easier for terran to macro than for protoss and zerg (warp in and larva injects instead of queue queue queue), but to your question; how should they make offensive warp-ins weaker? Units spawn with less shields or armor or something?


Easier for Terran? Yes. But less rewarding, inject + warp gates/chrono are way better when fully utilized



It's easier for terran now when players haven't gotten perfect macro but when you see Zergs landing all the injects, making units so you get more larva. When people start doing that you will see the true potential of the Zerg race....

Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
Fig
Profile Joined March 2010
United States1324 Posts
September 08 2011 18:25 GMT
#227
Protoss will definitely get form of shield battery, just not until the expansion =/
Can't elope with my cantaloupe
Hipsv
Profile Blog Joined May 2011
135 Posts
September 08 2011 18:27 GMT
#228
I agree with most aspects of this post, and I have been saying for a very long time now that the Warp mechanic is the entire reason why PvP is so volatile and Gateway units have to be relatively meh until mid game at least otherwise the other races could easily just be overrun in the first 9 minutes (still can with 4gate if you don't defend properly).

The other issue with warpgates is that you are front loading unit production which is EXTREMELY powerful combined with proxy pylons nullifying rush distances. For example if a protoss is 6 gating a zerg natural and every combat unit dies but 3 stalkers, the protoss will have 3 stalkers and 6 zealots to attack the mineral line for 15 in game seconds before any amount of zerglings pop from the hatchery. This is what makes the 4 gate such a powerful rush is the 15-20 seconds from when the protoss receives the unit the pay for and between when the terran/zerg receives their unit they payed for. The mechanic as a whole requires limiting of the protoss gateway units otherwise protoss would be overpowered.

Warp gates are also the reason that KA had to be removed because given than it takes 45 seconds to make a ghost and 50 to make an infestor if KA was still in existance by the time they came out of the barracks/hatch the HT would be at 100 energy.

In general the mechanic is polarizing meaning that it will either be too good or not good enough and honestly the ONLY way I could ever see it being balanced is if instead of a cooldown warping a unit in took its build time in a gateway to warp in and remove the whole double damage to warping units business and if you kill a warping unit it just gets canceled. This way you retain the warp gate's ability to reduce rally time but don't add the 15-20 seconds of time where protoss is simply ahead in units over their terran/zerg counterparts and this would actually allow gateway units to be semi decent.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
September 08 2011 18:28 GMT
#229
On September 09 2011 03:12 Coincoin wrote:
Show nested quote +
On September 09 2011 01:49 arsenic wrote:
On September 09 2011 01:43 mrlie3 wrote:
OP already suggested a perfect solution to this problem - bring back the Shield Battery, strengthen gateway units, and weaken high-tech units (eg. Immortal obviously since Immortal with proxy Shield Battery means imba)

This would not be a perfect solution... The Shield Battery would be insanely strong offensively, especially when coupled with things like Blink Stalker pressure/rush.

...


Not if the Shield Battery is the Nexus. Granted, you could build an offensive Nexus, but then the other player deserves what's coming to him if you can somehow take advantage of that, just like an offensive planetary.

I personnaly think that a permanent aura around the nexus that removes the shield recharge cooldown while being attacked would be sufficient to give the defender an advantage without drastically comprimising the non mirror matchups since it would be such a marginal advantage.


and thus ends all forms of mineral line harass as probes recharge shields faster than harass units can deal to them.

srsly?

I like the shield battery concept, but a more hashed out one would probably be better than this.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
Niazger
Profile Joined August 2011
Germany41 Posts
Last Edited: 2011-09-08 18:37:46
September 08 2011 18:31 GMT
#230
Is this threat just about PvP?

I was just about to post wondering how so many people can seriously argue about this until i realized this was only about PvP.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-09-08 18:39:32
September 08 2011 18:36 GMT
#231
I have been preaching this mentality since the beta, I agree 100%.

Only thing I've differed on is that I think that the actual units warping in should take 10s to warpin instead of 5s, and have the gateway --> warpgate transition take longer (so you don't shit out an extra round of units early on). Then you can rebuff Protoss accordingly, faster gateways, lower gateway buildtimes, etc. See a possible resurgence of nonproxied twogate PvZ.
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
September 08 2011 18:36 GMT
#232
Threads like this never end up with agreement, so I won't bother to talk about the balance in detail but it's an interesting idea. Haven't thought of it like this, actually explains a lot that I was thinking about.
Good read
Hi there. I'm in a cave, how bout you?
Selvik
Profile Joined August 2010
United States8 Posts
September 08 2011 18:37 GMT
#233
OK this might have been said already because i dont have time to read everything but make it to where you can only build a pylon within the radius of another pylon. and have the nexus have a pylon radius. This would mean no proxy stargates etc but it seems like it would take away some of the early game advantage. i think pylon radius would have to increase again tho and gateway units would prolly need some kind of buffs

im gold btw so feel free to tell me im wrong lol
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
September 08 2011 18:39 GMT
#234
Shield Batteries are an EXCELLENT idea! Shield Battery + Immortal = bliss

Think about it: 1 battery at ramp, supreme defenders advantage vs 4gate. Stalkers can actually trade efficiently vs roaches in a straight out brawl. Immortals will live up to their name for once.
soulist
Profile Blog Joined April 2011
United States932 Posts
September 08 2011 18:39 GMT
#235
I think that the best option as stated is to decrease the time of warp in near a nexus and increase it as it goes away. this way it would nullify 4gate in pvp becasue if the defender has the clear advantage then why do it?
Evil Geniuses<3
Niazger
Profile Joined August 2011
Germany41 Posts
September 08 2011 18:39 GMT
#236
On September 09 2011 03:37 Selvik wrote:
OK this might have been said already because i dont have time to read everything but make it to where you can only build a pylon within the radius of another pylon. and have the nexus have a pylon radius. This would mean no proxy stargates etc but it seems like it would take away some of the early game advantage. i think pylon radius would have to increase again tho and gateway units would prolly need some kind of buffs

im gold btw so feel free to tell me im wrong lol


It sound weird at first (Pylon highway to enemy base in order to reinforce quickly lategame). But when you allow pylons to be build below warpprisms that would actually be pretty good.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 08 2011 18:40 GMT
#237
On September 09 2011 03:39 MrBarryObama wrote:
Shield Batteries are an EXCELLENT idea! Shield Battery + Immortal = bliss

Think about it: 1 battery at ramp, supreme defenders advantage vs 4gate. Stalkers can actually trade efficiently vs roaches in a straight out brawl. Immortals will live up to their name for once.


Holy shit... that would totally fix PvP I think...
ddrddrddrddr
Profile Joined August 2010
1344 Posts
September 08 2011 18:41 GMT
#238
On September 09 2011 03:37 Selvik wrote:
OK this might have been said already because i dont have time to read everything but make it to where you can only build a pylon within the radius of another pylon. and have the nexus have a pylon radius. This would mean no proxy stargates etc but it seems like it would take away some of the early game advantage. i think pylon radius would have to increase again tho and gateway units would prolly need some kind of buffs

im gold btw so feel free to tell me im wrong lol

Would make warp in mostly pointless then. You have a huge liability in that giant line of pylons going to the enemy base. People would clear pylons like they clear creep tumors.
biaxiong
Profile Joined March 2011
United States180 Posts
Last Edited: 2011-09-08 18:45:53
September 08 2011 18:43 GMT
#239
I like the idea of Nexus recharging shields with chrono but the restriction of having the units near a Nexus for it work. The math I'm not sure but the player has the choice between recharge shields or lower cd/build time. Also, now a cost efficent army like Roaches or bioball needs to apply pressure on the toss to force him to burn chorno. The chorno makes the Protoss army cost efficent without being to overpower with warp-in mechanics.
WhiteRa: More GG, more skill.
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
September 08 2011 18:43 GMT
#240
On September 09 2011 03:28 Kazeyonoma wrote:
Show nested quote +
On September 09 2011 03:12 Coincoin wrote:
On September 09 2011 01:49 arsenic wrote:
On September 09 2011 01:43 mrlie3 wrote:
OP already suggested a perfect solution to this problem - bring back the Shield Battery, strengthen gateway units, and weaken high-tech units (eg. Immortal obviously since Immortal with proxy Shield Battery means imba)

This would not be a perfect solution... The Shield Battery would be insanely strong offensively, especially when coupled with things like Blink Stalker pressure/rush.

...


Not if the Shield Battery is the Nexus. Granted, you could build an offensive Nexus, but then the other player deserves what's coming to him if you can somehow take advantage of that, just like an offensive planetary.

I personnaly think that a permanent aura around the nexus that removes the shield recharge cooldown while being attacked would be sufficient to give the defender an advantage without drastically comprimising the non mirror matchups since it would be such a marginal advantage.


and thus ends all forms of mineral line harass as probes recharge shields faster than harass units can deal to them.

srsly?

I like the shield battery concept, but a more hashed out one would probably be better than this.


Or make it start with 50 energy like all casters. That way it needs to have been built for a while before it gets really strong.
Prev 1 10 11 12 13 14 43 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 353
JuggernautJason117
ProTech110
PiGStarcraft3
StarCraft: Brood War
Sea 1405
Dewaltoss 75
NaDa 7
Dota 2
capcasts130
NeuroSwarm84
League of Legends
Doublelift3132
Other Games
summit1g8760
Grubby4567
singsing1763
shahzam510
FrodaN328
C9.Mang0278
crisheroes233
Liquid`Hasu175
byalli173
UpATreeSC62
ZombieGrub56
KnowMe50
ViBE34
Tefel18
PPMD17
Organizations
Other Games
BasetradeTV201
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 49
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 30
• Michael_bg 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Counter-Strike
• imaqtpie1080
• Shiphtur201
Other Games
• WagamamaTV407
Upcoming Events
The PiG Daily
3m
Maru vs herO
Reynor vs Classic
Maru vs Classic
Reynor vs Maru
PiGStarcraft3
Replay Cast
2h 38m
CranKy Ducklings
12h 38m
uThermal 2v2 Circuit
17h 38m
BSL22 NKC (BSL vs China)
21h 38m
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
1d 12h
uThermal 2v2 Circuit
1d 17h
BSL22 NKC (BSL vs China)
1d 21h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
2 days
OSC
3 days
[ Show More ]
Replay Cast
4 days
The PondCast
5 days
Replay Cast
6 days
OSC
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.