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The Warp Mechanic and How It Broke Protoss - Page 29

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GMonster
Profile Blog Joined May 2011
686 Posts
Last Edited: 2011-09-11 01:56:55
September 11 2011 01:53 GMT
#561
On September 11 2011 10:34 Excludos wrote:
Show nested quote +
On September 11 2011 10:21 GMonster wrote:
Oh there is so many things wrong with this post it actually hurts my brain.


Lets split this post up a bit:

Show nested quote +
On September 11 2011 10:21 GMonster wrote:
An offensive and a defensive Protoss have the same rally distance.

Yeah so if terran wants to stop any early game aggression by Protoss they need 3 to 4 bunkers.
After Warpgate is finished, because of the influx of units you will never seen a Protoss get attacked as Warpgate finishes (TvP anyways)

Good, you found a point in the game where terran can't attack. This has nothing to do with the OP whatsoever.

Show nested quote +
On September 11 2011 10:21 GMonster wrote:
The abbility to WARP IN to where you want to defend IS A DEFENDERS advantage. Instead of T and Z having to rally (which can lead to bad positioning ie. Forcefield or ramp chokes) you get them @ your natural...

Not really. Because protoss units are so incredibly weak by themselves, warping in to "defend" anything is usually incredibly hard. The best you can do is warp in a bunch og zealots to buy a bit more time until your real army comes to the rescue. Again, you're missing the point completely here.

I explained this earlier, but lets do it again:

7 minutes in the game, terran attacks a Zerg. With a 1 minute walking distance, the zerg now has a 8 minute army to defend with. This is called "defenders advantage".

8 minutes in the game, protoss attacks the terran. The terran now has a 8 minute army to defend with. This seems incredibly strong! Protoss units thus are equally bad, to leave the terran a chance to fend for himself. Protoss 8 minute attack is nerfed to become a 7 minute attack. But heres the bad part about this:

7 minutes in the game, terran attacks the protoss. With 1 minute walking distance, the protoss now has a 8 minute army to defend himself with. But wait! the protoss army is weakened to become a 7 minute army, as to not become too strong offensively. This means protoss has no defenders advantage whatsoever. This is the essence of what the OP is on about. Now go back and read the OP again.


Show nested quote +
On September 11 2011 10:21 GMonster wrote:
Saying the Marine Maraduer force is good because of Bunkers defensivly is like saying...
Well Zerglings do better if there is a Spinecrawler,
Zealots do better if there is a Cannon.

Can't believe this was not closed...


Zealots don't do better if there are canons vs terran. Thats largely the problem here. That, pluss the fact that spines and bunkers 1. comes from pool/barracks, while canon comes from forge, which is out of the way early on, and 2. Can't be moved or salvaged.

Thus canons, while helpful, doesn't provide the optimal way to defend yourself compared to spines and bunkers. Again, this was explained in the OP to the detail..


Bolded Part = 100% completely wrong
Sentry is all im going to say for that.

The positional advantage you get from Warpgate, which benefits protoss THE MOST (Positioning your Army). That is where you realize that the OP probably has no idea what he is talking about. The warp-in mechanic along with the Sentry FF and Zealot is very good and goes with the race perfectly. If you understand positioning, it is a great benifit, if you don't then... you post stuff like this. I've given my 2 cents, won't post in this thread again or bother to read a response to mine.

EDIT: @ OP If you include how your argument relates to the positional advantage you get from warp-in to your natural/main where ever you are defending then you might have a legit argument.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
PorrGNorre
Profile Joined November 2010
Sweden10 Posts
September 11 2011 02:02 GMT
#562
Protoss is the worst race stop mentioning protoss even being good.............

User was warned for this post
weuw!
LaHaine
Profile Joined September 2011
Switzerland4 Posts
September 11 2011 02:02 GMT
#563
On September 11 2011 10:53 GMonster wrote:
Show nested quote +
On September 11 2011 10:34 Excludos wrote:
On September 11 2011 10:21 GMonster wrote:
Oh there is so many things wrong with this post it actually hurts my brain.


Lets split this post up a bit:

On September 11 2011 10:21 GMonster wrote:
An offensive and a defensive Protoss have the same rally distance.

Yeah so if terran wants to stop any early game aggression by Protoss they need 3 to 4 bunkers.
After Warpgate is finished, because of the influx of units you will never seen a Protoss get attacked as Warpgate finishes (TvP anyways)

Good, you found a point in the game where terran can't attack. This has nothing to do with the OP whatsoever.

On September 11 2011 10:21 GMonster wrote:
The abbility to WARP IN to where you want to defend IS A DEFENDERS advantage. Instead of T and Z having to rally (which can lead to bad positioning ie. Forcefield or ramp chokes) you get them @ your natural...

Not really. Because protoss units are so incredibly weak by themselves, warping in to "defend" anything is usually incredibly hard. The best you can do is warp in a bunch og zealots to buy a bit more time until your real army comes to the rescue. Again, you're missing the point completely here.

I explained this earlier, but lets do it again:

7 minutes in the game, terran attacks a Zerg. With a 1 minute walking distance, the zerg now has a 8 minute army to defend with. This is called "defenders advantage".

8 minutes in the game, protoss attacks the terran. The terran now has a 8 minute army to defend with. This seems incredibly strong! Protoss units thus are equally bad, to leave the terran a chance to fend for himself. Protoss 8 minute attack is nerfed to become a 7 minute attack. But heres the bad part about this:

7 minutes in the game, terran attacks the protoss. With 1 minute walking distance, the protoss now has a 8 minute army to defend himself with. But wait! the protoss army is weakened to become a 7 minute army, as to not become too strong offensively. This means protoss has no defenders advantage whatsoever. This is the essence of what the OP is on about. Now go back and read the OP again.


On September 11 2011 10:21 GMonster wrote:
Saying the Marine Maraduer force is good because of Bunkers defensivly is like saying...
Well Zerglings do better if there is a Spinecrawler,
Zealots do better if there is a Cannon.

Can't believe this was not closed...


Zealots don't do better if there are canons vs terran. Thats largely the problem here. That, pluss the fact that spines and bunkers 1. comes from pool/barracks, while canon comes from forge, which is out of the way early on, and 2. Can't be moved or salvaged.

Thus canons, while helpful, doesn't provide the optimal way to defend yourself compared to spines and bunkers. Again, this was explained in the OP to the detail..


Bolded Part = 100% completely wrong
Sentry is all im going to say for that.

The positional advantage you get from Warpgate, which benefits protoss THE MOST (Positioning your Army). That is where you realize that the OP probably has no idea what he is talking about. The warp-in mechanic along with the Sentry FF and Zealot is very good and goes with the race perfectly. If you understand positioning, it is a great benifit, if you don't then... you post stuff like this. I've given my 2 cents, won't post in this thread again or bother to read a response to mine.

EDIT: @ OP If you include how your argument relates to the positional advantage you get from warp-in to your natural/main where ever you are defending then you might have a legit argument.


Hi. New to TL, but cant help respond to this thread for a long time.
I think this reply is right. Sentry is the Protoss' most important unit early game and compensates for all the Protoss "weakess" early. However, warpgate is the single most important mechanic in the entire Protoss gamestyle. Without it, or changing it drastically, P will be broken. It needs tweaking, but not as OP suggests.
Whitewing
Profile Joined October 2010
United States7483 Posts
September 11 2011 02:08 GMT
#564
Reliance on the sentry early game is a major disadvantage in the mid-game and end game for protoss, it turns into a ton of gas that delays tech in exchange for not dying immediately outright. The unit becomes worthless after the beginning of the game ends in most cases.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2011-09-11 02:15:22
September 11 2011 02:09 GMT
#565
Yeah, I said as much a couple of pages ago. IMO, the WG mechanic is fine as are Gateway units, for the most part. What is needed for Protoss is another unit as part of its Gateway army - one that counter-acts or is the equivalent of the Roach/Marauder, and some tweaking of the WG in terms of its timings vs Z and T racial mechanics such as Larva Inject and Reactors.

That said, the addition of a nexus tied Shield Battery would be nice.


I don't know, I see this argument a lot that WG mechanic meant significantly weaker Protoss units. I used to think so myself, but I'm not sure anymore. The Zealot remains a strong unit, its stats similar or close to the BW Zealot. The Stalker, which I dislike, is strong in the early game but does get progressively worse as the game goes on. It is effective, however, in the mid/late game in mass numbers and with Blink (which is a cool ability). The Sentry is a decent support unit which has two great abilities in FF and GS and does ok damage for what it is. Therefore, it may not be the Protoss gateway army or WG mechanic that may be the issue here.

I don't know, maybe the issue is that when Blizzard added the Roach and the Marauder to SC2 they did not add something similar to the Protoss so that the Protoss Gateway army remains un-upgraded from BW apart from the addition of the Sentry with its FF/GS as a support unit. I'm also no longer sure, like I used to think, that the Sentry FF was meant to compensate for the weakness of Gateway units as a result of the WG mechanic. Rather, that specific Sentry ability was more to counteract the ability of other races to have significantly numerically superior forces than Protoss very quickly (through such mechanisms as Reactors and Larva Inject). Protoss' WG mechanic is the Protoss version of these race abilities in SC2 but, IMO, seems weaker as its advantage in mobility (i.e. warp in within pylon range) has to be played off against the timing of these Z and T racial abilities (along with complicated factors such as stim; concussive; ling speed and so on). Whatever the strengths of the WG mechanic in neutralising distance, you are still limited to the number of gates you have.

Returning to my earlier point, I think the Immortal as it was originally conceived was meant to be the Protoss gateway equivalent of the Roach/Marauder (it certainly counters them very effectively) but is probably too powerful and tanky (especially with such gimmicks as hardened shield) to remain a Gateway unit. This leaves Protoss Tier 1 unable to handle these armies without significant assistance and, at least versus Terran, is made worse by the power of Marines when they reach a significant number (aided by the Reactor ability on Rax). Therefore, I am doubtful if the WG mechanic is the core of Protoss design flaws and issues with the race in general.

I'm sorry if I am being a little unclear, I think I usually make my points better. But I have been thinking about this a little and am coming around to the conclusion that pinpointing the WG mechanic (as I used to do) as the core flaw in Protoss design may be wrong. The WG mechanic, fundamentally, may be fine as are Protoss Gateway units (although I do think the Stalker needs a little work - at least 1/1 for upgrades, please). The issue, rather, may be in a missing gateway unit for Protoss in SC2 and racial Z and T racial mechanics which, while legitimate, have no direct Protoss counter. Nor should they, I think. The WG mechanic works fine as an indirect response to these abilities, what needs to be also tweaked are the timings of this ability (together with, perhaps, minor tweaks to Gateway units).

Edit/ That said, I think bringing back the shield battery would be a great idea. It would, however, have to be tied to the Nexus or base in some way, as the way shield regeneration works in SC2 means, I think, that there could be room for abuse if it could be generated at any pylon anywhere on the map.

TL; DR: The WG mechanic does not necessarily lead to weaker Gateway units. What is lacking is a Gateway equivalent to the Marauder and Roach. Sentry FF/GS are not a buffer to the weakness of Gateway units, rather they compensate for the racial mechanics of Reactors for Terran and Larva Inject for Zerg which gives their armies a numerical advantage which P cannot match without FF/GS. The WG mechanic is therefore fine and does not break Protoss. Rather, what is required is better tweaking of the timing of the WG mechanic and the addition of a new Gateway unit.


Edit/ How do I hide the quote?
KT best KT ~ 2014
WinteRR
Profile Joined May 2011
Australia201 Posts
September 11 2011 02:11 GMT
#566
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?


Hahahahhahahaha. Sorry. Your cluelessness is just too good.

User was temp banned for this post.
Cloud9157
Profile Joined December 2010
United States2968 Posts
September 11 2011 02:17 GMT
#567
On September 11 2011 10:53 GMonster wrote:
Show nested quote +
On September 11 2011 10:34 Excludos wrote:
On September 11 2011 10:21 GMonster wrote:
Oh there is so many things wrong with this post it actually hurts my brain.


Lets split this post up a bit:

On September 11 2011 10:21 GMonster wrote:
An offensive and a defensive Protoss have the same rally distance.

Yeah so if terran wants to stop any early game aggression by Protoss they need 3 to 4 bunkers.
After Warpgate is finished, because of the influx of units you will never seen a Protoss get attacked as Warpgate finishes (TvP anyways)

Good, you found a point in the game where terran can't attack. This has nothing to do with the OP whatsoever.

On September 11 2011 10:21 GMonster wrote:
The abbility to WARP IN to where you want to defend IS A DEFENDERS advantage. Instead of T and Z having to rally (which can lead to bad positioning ie. Forcefield or ramp chokes) you get them @ your natural...

Not really. Because protoss units are so incredibly weak by themselves, warping in to "defend" anything is usually incredibly hard. The best you can do is warp in a bunch og zealots to buy a bit more time until your real army comes to the rescue. Again, you're missing the point completely here.

I explained this earlier, but lets do it again:

7 minutes in the game, terran attacks a Zerg. With a 1 minute walking distance, the zerg now has a 8 minute army to defend with. This is called "defenders advantage".

8 minutes in the game, protoss attacks the terran. The terran now has a 8 minute army to defend with. This seems incredibly strong! Protoss units thus are equally bad, to leave the terran a chance to fend for himself. Protoss 8 minute attack is nerfed to become a 7 minute attack. But heres the bad part about this:

7 minutes in the game, terran attacks the protoss. With 1 minute walking distance, the protoss now has a 8 minute army to defend himself with. But wait! the protoss army is weakened to become a 7 minute army, as to not become too strong offensively. This means protoss has no defenders advantage whatsoever. This is the essence of what the OP is on about. Now go back and read the OP again.


On September 11 2011 10:21 GMonster wrote:
Saying the Marine Maraduer force is good because of Bunkers defensivly is like saying...
Well Zerglings do better if there is a Spinecrawler,
Zealots do better if there is a Cannon.

Can't believe this was not closed...


Zealots don't do better if there are canons vs terran. Thats largely the problem here. That, pluss the fact that spines and bunkers 1. comes from pool/barracks, while canon comes from forge, which is out of the way early on, and 2. Can't be moved or salvaged.

Thus canons, while helpful, doesn't provide the optimal way to defend yourself compared to spines and bunkers. Again, this was explained in the OP to the detail..


Bolded Part = 100% completely wrong
Sentry is all im going to say for that.

The positional advantage you get from Warpgate, which benefits protoss THE MOST (Positioning your Army). That is where you realize that the OP probably has no idea what he is talking about. The warp-in mechanic along with the Sentry FF and Zealot is very good and goes with the race perfectly. If you understand positioning, it is a great benifit, if you don't then... you post stuff like this. I've given my 2 cents, won't post in this thread again or bother to read a response to mine.

EDIT: @ OP If you include how your argument relates to the positional advantage you get from warp-in to your natural/main where ever you are defending then you might have a legit argument.


lolololol

Have you ever seen Terrans drop on Protoss? Stim+Medivac = more than an equal number of units needed for Protoss.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
iblink
Profile Joined September 2011
Netherlands36 Posts
Last Edited: 2011-09-11 02:38:44
September 11 2011 02:26 GMT
#568
On September 11 2011 10:33 Gheed wrote:
Show nested quote +
On September 11 2011 09:39 iblink wrote:
On September 11 2011 06:02 Gheed wrote:
On September 11 2011 05:48 iblink wrote:
On September 11 2011 01:16 HolyHenk wrote:
Warp gate is the big problem of protoss and it is probably extremely hard to balance for blizzard. The problem is that warp gates give a huge offensive advantage. Imagine terran or zerg having warp gates and instantly teleporting units to your base. This would be completely insane and thats why protoss units are made weaker. This way protoss might still have a small offensive advantage but the weaker units give a defensive disadvantage. Combine this with weak static defences and a lack of detection and you can see why protoss early game is so vulnerable. Protoss does have sentries to defend but the other races are figuring out ways to nullify them and they aren't that effecient on every map. The reason that the 1 - 1 -1 build is so strong is because it exploits the weaknesses of protoss. Forcefields are quite useless, you need observers and you need the power to defeat the opponents army.


Give this man a medal. But seriously the problem when playing against 1-1-1 and the problem with protoss early game in general is exactly that: PROTOSS NEEDS DETECTION WITHOUT NECESSARILY GOING ROBO. Protoss needs more options for detection.


Making your point bold and underlined doesn't make it correct. Cloaked banshees are tier 3 + upgrade, and not every 111 all-in uses them. It's perfectly reasonable to expect a player to have to build a tier 2 unit to detect a tier 3 cloaked unit. What would be the point of cloaked units if the effect of their cloaking was so easy nullified? That's not what the thread is about, anyway.


man.. seriously what are you talking about? first of all what does tier 3+ mean? do you know at which time in the game you have cloaked banshees? that's right, very early. the same thing with colossus, it is considered to be 'tier 3' but it comes really early if you rush for it. the only true tier 3 units i can think about off the top of my head are ultralisk and broodlord - these two do come REALLY late.

The most important thing you forget though is that protoss doesn't know if terran goes cloak or not on his banshees. that's why he has to get robo and detection even though terran maybe won't eventually go for cloak. and protoss just cannot afford to go robo AND have enough (weak) gateway units to deal with powerful unit compositions like marine tank banshee. it seems to me like you forget how flexible the terran race is with their swapping add-ons and stuff. if you don't play protoss, please do not post nonsense. no offence whatsoever but calling banshees tier 3 is just wrong and untrue.


Banshees come out of the third tier of terran structures; they are tier 3. Cloak requires research. An observer comes out of the second tier of protoss structures; it is tier 2. There's no reason to argue semantics. If a terran is rushing for banshees, then he is spending a lot of gas on things that are not stim/siege mode/extra tanks/extra banshees, or he is delaying the 111 push. It would be pretty stupid if terran teched all the way to starport, used a tech lab, researched cloak, and produced the banshees themselves only for the protoss to be able to completely thwart them no matter what tech path he went down, which is what the poster I quoted was rather boldly suggesting. The only way to follow that poster's suggestion would be to give protoss mobile detection at tier 1, or add detection at the stargate. Either way would be stupid and basically eliminate the cloaked banshee and DT from play against protoss.

If you're complaining about how difficult it is to scout terrans, than that isn't really material to the thread. Go complain in the "why 111 is imbalanced" thread. Trying to hold off 111 with gateway units only is pretty futile, anyway, and gateway units are what this thread is about.


did you misread my post or did you do it intentionally? i dont care about definition of tiers, my point is that banshees come really early in the game as part of a very popular and flexible terran all in. you re presenting this like 111 rarely uses cloaked banshees but thats not the case. you will see very frequently cloaked banshees in a 111 (sometimes harassing until terran masses enough units to push) and no, cloak doesnt severely delay stim/siege or anything else. when all your gas goes into 2 buildings you can research cloak too and maybe make one less banshee fe. either you have 3 or 4 banshees in your final push, it doesnt matter. still 3 (cloaked) banshees are a powerfull part of your army and can cause a lot of damage.

ofc i agree that protoss shouldnt have detection for free when terran spends money in order to get cloak tech, all im saying is that its difficult to hold early strong terran pushes with robo tech only and unfortunately you cant go for more than 1 tech route because you wont have enough units to defend. Im not complaining about 111 or anything really, im just discussing. gateway units and their
strength, which is the topic of this thread, is a core part of what im saying.
just do it
TitleRug
Profile Blog Joined May 2010
United States651 Posts
September 11 2011 02:40 GMT
#569
On September 08 2011 19:13 RodYan wrote:
The solution is:
-Make Gateways start with warpgate
-Gateways now have a warp in radius for the early game. Pylons cannot be used to warp in at this point.
-Proxy pylon warp-in is a mid or late game upgrade

I can just imagine proxying two gateways next to a ramp and warping in over a wall.
coLCruncher fighting!
cekkmt
Profile Joined November 2010
United States352 Posts
September 11 2011 03:09 GMT
#570
I was talking about this with a friend and wanted to know what the community made of this idea:
-Buff Zealot and Stalker damage/armor/shields
-Make Warpgate cost an additional amount of minerals and gas when warped in at a proxy pylon instead of produced from a gateway

This way, if a protoss wants to four gate, yeah they will not have the same walking distance, but they will have less units because it costs more, so going for a heavy warpgate attack will actually be all in, as teching will be extremely difficult with the excessively used gas. But if they produce an army from gateways, then attack, they have to move across the map, and then the opponent will have the defenders advantage as described. Maybe there could also be a twilight council upgrade which removes the cost. This wouldn't affect the late game as much, as the heavy aggression player would be behind on tech due to the excess gas use.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
September 11 2011 03:13 GMT
#571
On September 11 2011 10:52 mprs wrote:
I agree with the OP. I've been saying this for quite a while, and I think there is only one real solution if Blizzard is really keen on keeping their warp-gate mechanic. Give normal gateways a faster production time than warp-gates, and let people decide between offense and defense. If it takes 12 seconds from one natural to the other, then all you need to have is units to come out 4-8 seconds faster. You won't increase P's offensive power but significantly make them better at defending. Obviously these numbers should be changed according to testing and what not.

This adds a shit ton more depth to P strategy and adds another thing they (we) need to think about.

1) Pushes don't become any better as it is always faster to just warp in units with a proxy pylon (which will use the old warp-gate timings)

2) Defending timing pushes becomes much easier, allowing for more economic openings and more macro games.

3) Fixes PvP. Not "fix pvp like Blizz tried to do" but ACTUALLY fix PvP. You get the defender's advantage and reactionary 3/4 gates will be able to hold fast 4 gate.

4) Allows a dynamic for the players where they have to decide if they want to be agressive or defensive or maybe even both. How many gateways you want as warp-gate becomes a real decision throughout the game, and becomes more important as the game progresses.

5) P is the easiest race to macro in, and the chronoboost mechanic is much easier than larva inject or creep tumor because you can forget it and then catch up without problems. Even T has to think about if they want to save 50-100 energy for mules at a certain period of the game. This gives P another thing to do, switching between gateways and warpgates throughout the game to maximize production, according to your strategy.

I honestly don't see any negatives, but feel free to add/correct anything I might have said wrong.



It's an interesting idea but it would still affect aggresive warpgate pushes. You'd build up a standing army with your gateways, then go do a regular push, and the normal defenders advantage is that the opponent has more rounds of units than you, however at this point your warpgate finishes, your morph gates and get that extra round. So protoss units will still end up having to be somewhat inefficient. You need some way of having a very long warpgate morphing time without giving protoss a vulnerable time window & keeping the research worth getting.

Also no mules arent easier than chrono
HellionDrop
Profile Blog Joined June 2011
281 Posts
September 11 2011 03:15 GMT
#572
the reason toss has small defender advantage is that Forge usually isnt part of the opening, unless you FE vs zergs. but FF is the best spell in early game and no other races have an early spell casters. imo, warp gate mechanics doesn't really have any downside. maybe you can't queue things up, but zerg need to injects too. plus,you can just build more gates if you really can't keep up and chrono boost the buildings.
mprs
Profile Joined April 2010
Canada2933 Posts
September 11 2011 03:38 GMT
#573
On September 11 2011 12:13 shammythefox wrote:
Show nested quote +
On September 11 2011 10:52 mprs wrote:
I agree with the OP. I've been saying this for quite a while, and I think there is only one real solution if Blizzard is really keen on keeping their warp-gate mechanic. Give normal gateways a faster production time than warp-gates, and let people decide between offense and defense. If it takes 12 seconds from one natural to the other, then all you need to have is units to come out 4-8 seconds faster. You won't increase P's offensive power but significantly make them better at defending. Obviously these numbers should be changed according to testing and what not.

This adds a shit ton more depth to P strategy and adds another thing they (we) need to think about.

1) Pushes don't become any better as it is always faster to just warp in units with a proxy pylon (which will use the old warp-gate timings)

2) Defending timing pushes becomes much easier, allowing for more economic openings and more macro games.

3) Fixes PvP. Not "fix pvp like Blizz tried to do" but ACTUALLY fix PvP. You get the defender's advantage and reactionary 3/4 gates will be able to hold fast 4 gate.

4) Allows a dynamic for the players where they have to decide if they want to be agressive or defensive or maybe even both. How many gateways you want as warp-gate becomes a real decision throughout the game, and becomes more important as the game progresses.

5) P is the easiest race to macro in, and the chronoboost mechanic is much easier than larva inject or creep tumor because you can forget it and then catch up without problems. Even T has to think about if they want to save 50-100 energy for mules at a certain period of the game. This gives P another thing to do, switching between gateways and warpgates throughout the game to maximize production, according to your strategy.

I honestly don't see any negatives, but feel free to add/correct anything I might have said wrong.



It's an interesting idea but it would still affect aggresive warpgate pushes. You'd build up a standing army with your gateways, then go do a regular push, and the normal defenders advantage is that the opponent has more rounds of units than you, however at this point your warpgate finishes, your morph gates and get that extra round. So protoss units will still end up having to be somewhat inefficient. You need some way of having a very long warpgate morphing time without giving protoss a vulnerable time window & keeping the research worth getting.

Also no mules arent easier than chrono


I agree with you? Maybe I wasn't clear, but I meant to say that mules have a higher thought process to them than chronoboost.
We talkin about PRACTICE
susySquark
Profile Blog Joined May 2010
United States1692 Posts
Last Edited: 2011-09-11 04:25:45
September 11 2011 04:07 GMT
#574
On September 11 2011 12:15 HellionDrop wrote:
the reason toss has small defender advantage is that Forge usually isnt part of the opening, unless you FE vs zergs. but FF is the best spell in early game and no other races have an early spell casters. imo, warp gate mechanics doesn't really have any downside. maybe you can't queue things up, but zerg need to injects too. plus,you can just build more gates if you really can't keep up and chrono boost the buildings.


Relying on a 100 gas unit in multiple numbers is much, much worse than 100 minerals bunkers or spines. If you were trying to hold your natural expansion on Xel Naga Caverns, which would you prefer - 1 sentry, OR a bunker with 2 marines in it? 2 sentries and a stalker, OR 2 full bunkers? And that's with gas valued at 1.5:1 ... which is conservative to say the least. Sentry production cuts into other unit production, requires gas and tech, and just isn't that great cost wise compared to the other race's defensive options. **unless theres a narrow natural ramp, etc etc

Again, if you want to defend an open expansion, you MUST have a lot of sentries. They take a long time to build and require a lot of gas, so you naturally must expand much later than the other races. Early defensive options simply are not as cost efficient for Protoss.
Xpace
Profile Joined March 2011
United States2209 Posts
September 11 2011 04:14 GMT
#575
Units being warped in have less starting shields (50%) than units from a Gateway. :S
HellionDrop
Profile Blog Joined June 2011
281 Posts
Last Edited: 2011-09-11 06:51:53
September 11 2011 06:45 GMT
#576
On September 11 2011 13:07 susySquark wrote:
Show nested quote +
On September 11 2011 12:15 HellionDrop wrote:
the reason toss has small defender advantage is that Forge usually isnt part of the opening, unless you FE vs zergs. but FF is the best spell in early game and no other races have an early spell casters. imo, warp gate mechanics doesn't really have any downside. maybe you can't queue things up, but zerg need to injects too. plus,you can just build more gates if you really can't keep up and chrono boost the buildings.


Relying on a 100 gas unit in multiple numbers is much, much worse than 100 minerals bunkers or spines. If you were trying to hold your natural expansion on Xel Naga Caverns, which would you prefer - 1 sentry, OR a bunker with 2 marines in it? 2 sentries and a stalker, OR 2 full bunkers? And that's with gas valued at 1.5:1 ... which is conservative to say the least. Sentry production cuts into other unit production, requires gas and tech, and just isn't that great cost wise compared to the other race's defensive options. **unless theres a narrow natural ramp, etc etc

Again, if you want to defend an open expansion, you MUST have a lot of sentries. They take a long time to build and require a lot of gas, so you naturally must expand much later than the other races. Early defensive options simply are not as cost efficient for Protoss.


unless terran builds his CC on the low ground, usually your expansion shouldn't be much delayed.
you don't need to tech too quickly if terran is also expanding.stim also takes more time to finish now, and gateway units do ok against marines/marauders until the medivac is out. Also, i think most of the time, toss would take gas earlier simply because toss needs more gas and can chorno boost probes, whereas terran relies more heavily on mineral. i don't think its right to value the resources usage like that because of how the races are structured.

i think toss is doing bad because either players don't harass well enough or it needs a cheaper way to harass.
Brotocol
Profile Joined September 2011
243 Posts
September 11 2011 06:47 GMT
#577
On September 11 2011 13:14 Xpace wrote:
Units being warped in have less starting shields (50%) than units from a Gateway. :S


You're missing the point of the thread. The point being made is that gateway units are balanced as offensive warp-ins. This means that in any context that is not an offensive warp-in, they underperform.

Nerfing offensive warpgates will nerf the only context where gateway units are balanced, making them ineffective in all situations.

It looks like some oblivious people think this is a "choose your flavor of Protoss nerf" thread, even though the race is doing badly by all accounts...
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Champi
Profile Joined March 2010
1422 Posts
September 11 2011 07:12 GMT
#578
your OP made a lot of fair and viable points and was interesting to read. i have no comment on any possible balance changes to the game myself, but all i will say is that if a shield battery was introduced to protoss in some way in HotS, i would not mind at all

Sweeper8
Profile Joined February 2011
United States25 Posts
September 11 2011 07:15 GMT
#579
I just had an idea.

Ok, so gateways start as warpgates on cool down, and you warp units in. The difference is that you can only warp in on the powerfield that is powering the gateway. You can extend the powerfield by connecting it with other pylons, allowing you to warp in further away.

The cyber core researches "extended warp gate tech" or something like that for a high price. This would allow you to warp in on powerfields that aren't connected to the gateway. This tech should cost like 150/150 or 200/200 to help fix PvP allowing the defending protoss a 300/400 resource advantage. It would also keep Protoss warp in harass and warp prism use viable.
Indez
Profile Joined July 2011
Australia37 Posts
September 11 2011 07:26 GMT
#580
making protoss weaker? good suggestion.. watching any games with protoss lately has already become boring with a high likelyhood of their opponent winning.
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