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The Warp Mechanic and How It Broke Protoss - Page 33

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XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
September 15 2011 04:18 GMT
#641
On September 08 2011 18:59 susySquark wrote:
Disclaimer: This is not complaining about warpgates - this is examining how warpgates by design have lead to a smaller defenders advantage for Protoss, which makes safe, economic openers difficult to pull off.

Each race in SC2 has its own mechanical quirks quite separate from individual unit balance. Terrans have their addon swapping and mules, Zergs have larvae injects and creep, Protoss have warpgates and chrono. The most profound effect of the warpgate mechanic is not defensive in nature, but offensive. To find out why, we must examine the concept of the defenders advantage.

A primer of defenders advantage

When playing as a Terran or Zerg, you naturally have several advantages as a defender before you even build a unit. First, your ramp - the narrow choke allows your units to have a concave against a bunched up pack trying to push its way up the ramp. Second, your production - your rally distances are much, much shorter than if you were out in the middle of the map, so you can produce less units and still defend, because your second wave comes quickly.

Also, both Terrans and Zergs have access to a defensive structure after building their first basic unit production structure. The spine crawler only requires a spawning pool, and the bunker only requires a barracks. These structures can be produced as a reaction to a scouted push in order to provide you with an additional advantage as a defender, which can help mitigating the loss of the ramp advantage when you expand.

[image loading]

Defending against a push

Consider what happens when defending - assuming perfect balance, the only way to survive a push with an inferior army is to abuse your defenders advantages: your quick reinforcements, your ramp, and any defensive structures. This is why as a fast expanding Terran (no ramp advantage) you construct bunkers against a Protoss gateway timing. Same goes for spines as a Zerg.

But what about Protoss?

Leveling offense and defense

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.

And here comes problem number one: in a PvP, the defender has essentially NO advantage besides the ramp (and on Tal Darim Altar, there is no ramp!). The only way to survive a gateway push is to match your opponents unit count or abuse the crap out of your ramp (sentries, hooo).

[image loading]

This is how the 4gate v 4gate metagame evolved, especially on TD Altar. Cannons represent an absurd deviation from normal tech in order to provide a defender advantage, since there is no defensive structure after gateway. Scouting a forge + 2 cannons (450 minerals) can be responded to with a free expansion (400 minerals), since the cannoning player theoretically cannot attack with more units than the expanding one.

But PvP, as a mirror matchup, is inherently balanced no matter the design flaws, so I'll ignore it for now. Still, there are other implications of the Protoss equivalency of offense and defense.

The three types of engagements

There are three fundamental types of engagements in SC2. It's basically common sense, but it'll help to give them names. When you do a (1) timing push, you have usually sacrificed a small amount of economy for a stronger army at a specific time in the game. Therefore, when you push and engage, you have a stronger army then your opponent. This is the first type of engagement. If you are (2) defending a timing push, your goal is usually to use your smaller army together with a defenders advantage to defend and later capitalize on your stronger economy. This is the second type of engagement. Finally, in the lategame, midmap engagements are commonplace, where both players have relatively evenly matched armies. We'll call this an (3) even fight.

As mentioned before, Protoss has a natural advantage in timing pushes because of the warp mechanic. I feel that if a Protoss is engaging in a timing push, game feels well balanced - extremely strong Protoss timing pushes can punish greedy Terran or Zerg play, and well executed defenses can hold in safe play.

A pushing Protoss, with a stronger army and a short rally, is meant to have a fair shake at attacking a smaller, but defensive structure and rally fortified Terran or Zerg.

As a defender, Protosses have cannons for defense, a rally advantage, and a ramp / choke advantage. Cannons, because of their sometimes inconvenient tech, are missing from a Protoss defense in a lot of earlygame scenarios (4gate, 2 or 3rax, roach+ling aggression on expo). This reduces Protoss defensive options to a ramp or choke advantage, and a rally advantage. Protosses can defend using the choke advantage very well, by using forcefields. However, on maps with open expansions, this becomes extremely difficult. This is why Protosses prefer maps with narrowly choked off naturals, like Shakuras, or Anitga. On open maps, the choke advantage disappears almost completely.

So what about the rally advantage? Here's the problem. Because of the warp mechanic, Protoss is balanced as if they have the rally advantage for a timing push engagement. In a defensive sense, the warpin mechanic provides no additional benefit compared to an offensive one. As the Protoss is playing defensively, they have a smaller army compared to the pushing player. The choke advantage is missing at the natural on many maps. Cannons are absent because of tech inconvenience. All that's left is the rally - which is designed to be fair for a PUSHING Protoss!

A defending Protoss, with a weaker army at home, has no significant defender's advantage over a timing push from the opponent, making the battle favor the pushing player.

The differences in the races amounts to basic units and their defenders advantage. A Zealot, Stalker, Sentry army is equally good on offense and on defense. A Marine, Marauder force is good on offense, but BETTER on defense, because of bunkers and a shorter rally compared to their offense. Same goes for Zerg - a force at home is BETTER than an attacking force because of creep, spines, and relatively short rally. This lets you open economically and defend with a smaller, but advantaged army. A defending Protoss army has no advantage compared to an attacking one, no edge to capitalize on. So, if a Protoss early expands, their weaker army cannot make up for their lack of size with any external forces like a Terran or Zerg one can, and is vulnerable to timing pushes from the enemy.

It just comes down that unit efficiency. In a defensive context, a Protoss gateway army is weaker than a Terran or Zerg army. I'm not saying that gateway armies are weaker in general! Just in a defensive context, in terms of efficiency. As an example, if you were trying to hold your natural expansion on Xel Naga Caverns against light pressure, which would you prefer - 1 sentry, or a bunker with 2 marines in it? 2 sentries and a stalker, or 2 full bunkers? The options cost the same (1 gas = 1.5 min), require the same tech (actually toss requires more tech - gas and cybercore). I think its clear that the Terran options are extremely superior.

As a result of this, Protoss expansion builds, in order to be safe to strong early timing attacks, must have one of the following characteristics to provide the necessary missing defenders advantage:
  • An early forge (FFE v Z, delays tech because of forge tech being out of the way... imagine expanding as Terran by going ebay+turrets... tech and units for your own offense are going to be slow!)
  • A map with a choke for sentries to use (Shak, Antiga, this is by far the best option)
  • A lot of units (3gate exp, sacs econ compared to other races expo builds)



    TL;DR:
  • An offensive and a defensive Protoss have the same rally distance.
  • Protoss timing attacks with large armies are balanced against defensive, economic Terrans and Zergs (both races have economic openings that are ahead after defending a Protoss timing, but there is potential to do damage against a greedy opponent).
  • Because of these two points, a defensive Protoss with an small unit count and economic opener is weak because what is normally a defenders advantage is not a defenders advantage for them, it's a given in both offense and defense.
  • The lack of a defensive structure after gateway adds to this problem.
  • Therefore, the lack of a strong defenders advantage means Protoss has no safe, economic openers.



As an aside (not to be taken too seriously),
To fix this:
Add additional defensive building. A buffed shield battery could be awesome as a defensive tool if it were available after gateway. Not necessarily a clone of the BW one, maybe something more like a stationary medivac for shields only.
[image loading]


ADDENDUM:
+ Show Spoiler +
Ok here, look at it this way - Expand vs Pressure builds.

A) Look at a Protoss timing push vs a Terran expand build. Protoss 3gate pressure (into expand), vs a Terran 1rax gasless expand into 3 rax.

Terran expands, scouts the 3gate pressure, and bunkers up. Would you say this is a fair fight? Protoss is probably going to get repelled, but theres a chance that they can break it if the Terran is sloppy. It can go both ways, theres tension in the matchup, and it feels balanced. If the attack fails, Protoss is behind, and Terran has defended well. If the attack does damage, the attack has succeeded, and the Terran is behind.

What's actually happening in this example is that the Terran is compensating for their smaller army (since they expanded first) by using a defenders advantage - the bunker with repair. The salient features are:
Protoss has a larger army (expanded later, pumped units early)
Protoss has a short rally (warpin)
Terran has a small army (expanded first, units later)
Terran has bunkers (defenders advantage)
Terran has a short rally (home base)

And this SET of features creates a fair fight.

B) Now flip the roles. Terran's doing a 2rax pressure (12 + 16 rax, 1 tech 1 reactor, concussive researched) vs a Protoss 1gate expand into 4gates.

These are more or less equivalent builds to the previous example, except its 2rax+addons which is slightly cheaper than 3gates + cyber. Anyways, Protoss scouts the 2rax. The Protoss, on 1 base with a nexus building and 4gates on their way, cannot get cannons up in time. No defensive structure is available, and the natural is wide open. The Protoss expanded off 1 gate, so they have at most, 3 units when the push hits (Stalker Sentry x2 usually), with no repaired bunker to fall back on.

I think we're all familiar with this situation. MC lost in this exact situation to Polt. This fight is NOT fair, its almost a build order loss. You either sac your nexus and abuse your defenders advantage (ramp + sentry), or SEVERELY outmicro your opponent. (Or you could be on Shakuras and you can FF your natural. Which is why I stated in the OP that these maps are good)

Again, examining the salient features:
Protoss has a smaller army (expanded first)
Protoss has a short rally (home base)
Protoss has no defensive structure after gate
Terran has a larger army (units first)
Terran has a LONG rally (attacking)

And this SET of conditions results in a Terran gaining an advantage the majority of the time.

My argument is that an economically focused, defending Protoss, when they engage, has essentially the same characteristics as a Protoss doing a timing attack with a small army... which is, of course, a terrible idea, and results in losses.


And how would you explain that in TvP one of the most common builds since release has been a 1 gate FE??? I hope by economic your not solely referring to a 16 nex.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
pcL.Nomad
Profile Joined February 2011
United States24 Posts
September 15 2011 05:44 GMT
#642
I agree with everything OP said. PvT is really the most affected matchup in this case. Without a reasonable early defensive structure toss is forced to be very unit heavy early, delaying most expand builds, putting any sort of terran expand at an economic advantage, not to mention that cloaked banshees are always a possibility so toss must either get a robo and delay expoing even further or take a big gamble. Don't say that chrono boost catches toss up because we're forced to dump it into warp gate research, and a mule is equivalent to ~5 probes, easily overcoming the first 2 chronos toss decides to spend on probes.

That said, a toss fast expo build is very weak for several reasons:
1. Terran units are better early game (stronger, cheaper, faster to build) so if terran all ins or does a very aggresive early game push you can just straight up build order lose
2. Many maps have wide naturals that you cannot force field well
3. You have to sacrifice even more units for detection unless you can steal terrans gas, since cloaked banshees in a detectionless toss base is gg

So, toss is forced to be offensive to make the most of the mechanics of warp gate. I don't have a problem with being offensive, but I just really dislike how playing defensively is so difficult as toss, especially with the 111 available to the terran.

Just think about it this way, warp gate is only really used to its fullest as an offensive mechanic, so toss should be the strongest attacking race, yet terran all ins are undoubtedly stronger than toss all ins, and since terran also has bunkers, they have both the offensive and defensive advantage. Once each player is on 2 base all of this is irrelevant but early game toss is certainly in a tougher situation in general.
The Terran 111 wins exactly 111% of the time
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
September 15 2011 05:49 GMT
#643
I have seen less than six games in BW progaming history when shield batteries actually paid off for itself, obviously the Boss Dragoon vs BBS was one of them. I remember Stork using a Shield Battery when opening 15 Nexus, didn't work out so well.

Anyways I understand your point of a better defensive building. Cannons without Forge seems to fix some problems, but again makes Forge FE overpowered and gives Protoss instant detection and thwart of Banshees and DTs.

I see something like a healing structure hard for itself to pay off. A Zealot could tank the same amount of damage you would have gained from healing during the 4 gate phase, and the warp-in cooldown is really not a big counterargument to it, as you rarely have excess minerals during a 20-Probe 4 gate.

Blizzard is trying its hardest, as you can see from the ramp vision patch (though I am not sure if it fixes anything major).
710+ Posts with a Probe Icon =D
17Sphynx17
Profile Joined September 2011
580 Posts
September 15 2011 06:03 GMT
#644
I've also pondered how the effect of shield battery would if in case it were implemented. Some are saying that it in fact can be abused is a valid point.

I now think, what if they just made cannons available after gateway instead of forge but, limit its capabilities. One, you could make it a non detector on the on set and make it's detection ability as an upgrade through the cybernetics core. Another is similar to the increase dragoon attack range back in broodwar, you could lower the range of the cannon by a bit and extend it through research. It effectively weakens the cannons in the early game and prevents them from being too OP.

I'm not so sure how that affects the overall mid-late game, but that at least can help in balancing the defenders advantage that toss needs as cannons are available like bunkers. =)

Just a thought and expressing my opinion on the matter. It's a possibility I think can be considered as it shifts what is available around without affecting too much of the rest I believe, but I am open to correction. =)
Carmine
Profile Joined September 2010
United States263 Posts
September 15 2011 06:46 GMT
#645
I can tell you put a lot of work into your post, but I think your reasoning is not sound.

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.


You made it sound like this is a weakness for Protoss. Even if Protoss did not have Warp gate mechanics they would reinforce at about the same rate in a defending battle. It only strengthens them offensively. The other player still has a longer rally distance when attacking the Protoss player. This is the point you glossed over when you used your PvP example, using that to validate your points and then dismissing it as automatically balanced.

I don't think the game was balanced in the nature that you think it was. I also think it is bad practice to look at a localized imbalance (differences in race mechanics) and claim a net imbalance. The presence of an imbalance must be determined by a lot of games being played, and I don't think there is sufficient evidence to support your claim.
Terran was created third, with purity of tanks.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
September 15 2011 06:54 GMT
#646
On September 15 2011 15:46 Carmine wrote:
I can tell you put a lot of work into your post, but I think your reasoning is not sound.

Show nested quote +
The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.


You made it sound like this is a weakness for Protoss. Even if Protoss did not have Warp gate mechanics they would reinforce at about the same rate in a defending battle. It only strengthens them offensively. The other player still has a longer rally distance when attacking the Protoss player. This is the point you glossed over when you used your PvP example, using that to validate your points and then dismissing it as automatically balanced.

I don't think the game was balanced in the nature that you think it was. I also think it is bad practice to look at a localized imbalance (differences in race mechanics) and claim a net imbalance. The presence of an imbalance must be determined by a lot of games being played, and I don't think there is sufficient evidence to support your claim.


Is anyone actually reading? He is saying that because of the warpgate, it is possible to traverse distances instantly and reinforce at your opponent's doorstep. Because of THIS, they have to make gateway units weaker. And he is saying, that this ruined Protoss.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2011-09-15 07:15:45
September 15 2011 07:14 GMT
#647
In general, your arguments are valid and well thought out, but there are several points I'd like to adress, that mitigate what you think broke Protoss:

1) First of all, the Warp-In is a fun and exciting ability that allows a diversity of different strategies to manifest. This point often gets overlooked, but It's IMHO a very important one.
2) Zerg for example has the ability to reinforce very quickly, much quicker than in SC:BW, at least in most cases and they have rather fast Units. That's mostly because of new macro-mechanics like Inject and creep tumors.
3) There are other things to consider when looking at the defenders advantage:
- On the one hand, we have new advantages for defenders, like the Queen of the Zerg, creep adding speed, Terran being able to lower depots and get refunds for Bunkers if they don't use it anymore. Protoss has one of the strongest defensive Units, the Sentry etc. Those things weren't available in SC:BW and give the defender a clear advantage.
- On the other hand, we have some defenders advantages, that were taken out of the game and are maybe equally as important as protoss warp-in's on the offensive side: There is no true highground-advantage (maybe with the upcoming sight-range up the ramp it will change a little bit) and many Maps are rather small (which will at least slow down the first Units from the Toss that was warped in in his base)
4) There is also a possibility to snipe offensive pylons, which are obviously more exposed than pylons that are safely tucked away in the tosses base, to heavily delay his push and maybe even supply-cap him. You can also snipe a Probe that is moving out. These strategies surely aren't easy to pull off, but it makes for an exciting game and rewards good scouting and skill.
5) Also, Counter-attacks, which always have been one way to punish an attacker for moving out, don't suffer at all from an offensive warp-in.

I see the warp-in's having a big effect on PvP though, but maybe the decreased sight up the ramp will help strenghtening the defenders advantage.

Also, we've seen in the recent future, that timing-attacks (which you consider one of the bigger Problems) won't be as effective for Protoss in the near future, cuz timings can get figured out by the opponent and reliable counters are often found quite quickly, which is IMHO one of the main Problems Protoss are underperforming nowadays - their timings with mass-warpgates (4 or 6gate) don't work as well anymore.

I don't think nerfing Gateway-Units really is the way to go, but maybe strenghten some of the other races' possibilities to counterattack or have better movement around the Map. One example would be the Nydus-worm. Although it's IMHO pretty expensive, we kinda see it used more often, but almost exclusively offensive. Why not give the Nydus some sort of benefit (make it cheaper for example) if you deploy it on creep or near a Hatch, so it can be used defensively, but so it wouldn't really change it's power offensively too much. I can't think of anythin for Terran, but they are more of a defensive race anyways, so it kinda fits.
https://soundcloud.com/thesamplethief
kinglemon
Profile Joined September 2011
Germany199 Posts
Last Edited: 2011-09-15 08:56:24
September 15 2011 08:54 GMT
#648
On September 15 2011 15:54 Bleak wrote:
Show nested quote +
On September 15 2011 15:46 Carmine wrote:
I can tell you put a lot of work into your post, but I think your reasoning is not sound.

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.


You made it sound like this is a weakness for Protoss. Even if Protoss did not have Warp gate mechanics they would reinforce at about the same rate in a defending battle. It only strengthens them offensively. The other player still has a longer rally distance when attacking the Protoss player. This is the point you glossed over when you used your PvP example, using that to validate your points and then dismissing it as automatically balanced.

I don't think the game was balanced in the nature that you think it was. I also think it is bad practice to look at a localized imbalance (differences in race mechanics) and claim a net imbalance. The presence of an imbalance must be determined by a lot of games being played, and I don't think there is sufficient evidence to support your claim.


Is anyone actually reading? He is saying that because of the warpgate, it is possible to traverse distances instantly and reinforce at your opponent's doorstep. Because of THIS, they have to make gateway units weaker. And he is saying, that this ruined Protoss.


but gateway units aren't weak.
they are the best units compared to t and z's early units (without updates).
sure stim can change a lot, but blink can also change a lot.
and to kill a toss with early agressive builds he needs to either be really greedy or just lack in scouting.
same can be said for terran and zerg, if they dont scout or be to greedy, they will die to a good timing attack.

the important thing is: protoss units are the best and most resistant units out of the 3 races, and they have shields which regenerate very fast.
p does not need defensive structures (that much) because the units are aleready pretty strong and defensive in their own way.
z and t need defensive structures because their units are so weak in the early game.
.






Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-09-15 09:28:00
September 15 2011 09:27 GMT
#649
They are absolutely weak inherently. Warp-in offense compensates for this, in an offensive context.

A stalker costs more than a marauder and loses to it. A stalker costs 125-50 and does slightly less dps than a 50min marine. A zealot costs twice as much as marines, and does less dps than 2 marines, while spending most of its time trying to get in melee range.

Stalkers, at range 6, can't even kite marines properly because they have (1) a slow attack animation and (2) a missile, which has transit time. Watch any pro using stalkers against marines, the stalkers always get hit when they take a shot.

Stalkers don't even benefit from +1/2/3 attack the way other units do. It's the lowest scaling unit in the game, I believe.

Shields are a non-factor in combat, they only regenerate out of combat.

Protoss units get pwned by T1 from other races.


This is not a whine; I think it's fine for Protoss units to have reduced stats so long as it balances warp-in. But P also needs a better option for non-offensive situations.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
17Sphynx17
Profile Joined September 2011
580 Posts
September 15 2011 09:29 GMT
#650
On September 15 2011 17:54 kinglemon wrote:
Show nested quote +
On September 15 2011 15:54 Bleak wrote:
On September 15 2011 15:46 Carmine wrote:
I can tell you put a lot of work into your post, but I think your reasoning is not sound.

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.


You made it sound like this is a weakness for Protoss. Even if Protoss did not have Warp gate mechanics they would reinforce at about the same rate in a defending battle. It only strengthens them offensively. The other player still has a longer rally distance when attacking the Protoss player. This is the point you glossed over when you used your PvP example, using that to validate your points and then dismissing it as automatically balanced.

I don't think the game was balanced in the nature that you think it was. I also think it is bad practice to look at a localized imbalance (differences in race mechanics) and claim a net imbalance. The presence of an imbalance must be determined by a lot of games being played, and I don't think there is sufficient evidence to support your claim.


Is anyone actually reading? He is saying that because of the warpgate, it is possible to traverse distances instantly and reinforce at your opponent's doorstep. Because of THIS, they have to make gateway units weaker. And he is saying, that this ruined Protoss.


but gateway units aren't weak.
they are the best units compared to t and z's early units (without updates).
sure stim can change a lot, but blink can also change a lot.
and to kill a toss with early agressive builds he needs to either be really greedy or just lack in scouting.
same can be said for terran and zerg, if they dont scout or be to greedy, they will die to a good timing attack.

the important thing is: protoss units are the best and most resistant units out of the 3 races, and they have shields which regenerate very fast.
p does not need defensive structures (that much) because the units are aleready pretty strong and defensive in their own way.
z and t need defensive structures because their units are so weak in the early game.
.


Well you have to consider two things when making your analogy. One you mentioned stim comparing to blink, but blink is not a readily accessible at the tech level you are comparing them.

Also true is that the toss may be the most resilient in terms of total "life" in game but their DPS is paltry compared to terran and zerg to compensate for the warp in mechanism design wherein the protoss gateway units revolved around.

Granted the force field of the sentry is really good in cutting chokes/armies but when battling all range units of the same level, they are weakened because they have more convenience in reinforcing when attacking as compared to the other race counterparts, with the available tech tree.
Deleted User 183001
Profile Joined May 2011
2939 Posts
Last Edited: 2011-09-15 09:38:28
September 15 2011 09:34 GMT
#651
I hope I don't come across as being rude, but it was practically ancient times in February 2010 when it became well-known that because of the unit deployment capability of Warpgates, warpgate units had to be weak to compensate, or else things like a 4gate would win every game.

To those who have not yet realized this, thank you OP for pointing it out and making a nice detailed thread on the matter .

But yeah, Protoss in a defensive stance (without amassed Tier 3) is not in a pretty scenario, as the OP details. Those weak units that are weak because early-mid game offensives would be too powerful otherwise are still weak when at home defending. This is why FFs exist, but even if your FFs are immaculate, you can still be in hot water and there's a still a fair chance you will die.
TrojanProtector
Profile Joined August 2011
4 Posts
September 15 2011 09:49 GMT
#652
i do agree that the game is broken for protoss. It seems that we toss is one tier1-unit behind terran and zerg. My suggestion is to give sentry additional ability to recharge shield. That would provide additional defense early game.
hugman
Profile Joined June 2009
Sweden4644 Posts
September 15 2011 09:56 GMT
#653
Stalkers aren't bad, they're one of the most massable units in the whole game. To say that they're not as good as Marauders isn't saying much, Zerg doesn't have a fighting unit that good either.
Talaris
Profile Joined March 2011
Switzerland753 Posts
September 15 2011 10:07 GMT
#654
On September 15 2011 18:34 JudicatorHammurabi wrote:
I hope I don't come across as being rude, but it was practically ancient times in February 2010 when it became well-known that because of the unit deployment capability of Warpgates, warpgate units had to be weak to compensate, or else things like a 4gate would win every game.

To those who have not yet realized this, thank you OP for pointing it out and making a nice detailed thread on the matter .

But yeah, Protoss in a defensive stance (without amassed Tier 3) is not in a pretty scenario, as the OP details. Those weak units that are weak because early-mid game offensives would be too powerful otherwise are still weak when at home defending. This is why FFs exist, but even if your FFs are immaculate, you can still be in hot water and there's a still a fair chance you will die.


Thanks for summing it up so perfectly *bows*


@Thread/suggestions:
If the main reason to weaken Gateway units was, because it's a huge attackers advantage (but lacking on the defense, as pointed out), what do you guys think about a small idea to compensate:
Warped-in units start with no shields at all. (but can still regen later if they aren't thrown into battle at once)

Sounds harsh at first, but that way warped--in units would be weaker for about 20-30 seconds (depending on shields) when compared to normally built units, but that's about the time to travel across the map anyways, so it would be the decision of the player. Do you want units to be warped in normally at any point, but needing to wait half a minue to get full shields....or pruduce em normally at home but walking across the map ?

In crucial situation you could still warp-in some units (sentries, perhaps stalkers), but it would be harder to pressure with zealots/stalkers early game, as those would be quite weakened if you throw them into battle as soon as they get warped in.

To balance for a weaker early push, warp-gate units could either be made slightly stronger/ cheaper or any of the proposed ideas could be applied (easier defending structures, e.g.)

Not sure if it would work out perfectly, but on paper it look like a possible (and hypothetical, b/c blizzard won't listen to any ideas of us over here anyways ^^) solution.
What do you think ?
-= Jaedong // HerO // HasuObs // Unholy Alliance =-
Wolfenoctis
Profile Joined September 2011
South Africa1 Post
September 15 2011 10:29 GMT
#655
This is an idea I've had for balancing PvP

If Blizzard made the cooldown timer continue running when you transform a warpgate back into a gateway, which is currently not the case, reduce the cooldown on this transformation from 10s to 5s and reduce gateway build times by 3s, this could potentially (with a little more macro effort) balance the matchup and give protoss a natural defender's advantage against a 4 gate.

For example:

1 stalker warps in --> transform warpgate to gateway(5s) --> train a stalker (39s) --> transform back to warpgate (10s) and warp in another stalker.

that means 3 stalkers in 54s vs 3 stalkers from a regular warpgate in 64s

The defending protoss can produce units faster AT HIS BASE but not at the enemie's base, resulting in a natural defender's advantage.

What do you guys think?
17Sphynx17
Profile Joined September 2011
580 Posts
September 15 2011 10:39 GMT
#656
I actually agree that gateways should produce faster than warpgates. It would really help in defending.

As for the shield penalty when warping away/attacking then that would make the protoss ball simply strong in DPS that can be dealt but they easily fall. If you account for the fact you have to wait for the shields to "regenerate" before you can push, you have another cycle of units to deal with against the defender and thus the whole design thus makes the whole toss weak in attacking and ok when defending.

I'm still not sure about the cannon proposal if it needs to research detection but how about another idea. What if gateway unlocks cannon but doesn't make it as a detector. If you built a forge, you automatically gain a detection ability for the cannon. Some might view that as an unfair defenders advantage, but I would like to also raise, what if we reduced the cannons default range by 1 tile and make it a research to revert it back to its current range (similar to how terran upgrades the range of PF and turrets.)

At least the mechanic of what I am proposing gives an assist to the defender but not making it to great that both T & Z already have trouble attacking in the early game.

What about that? =)
zul
Profile Blog Joined February 2010
Germany5427 Posts
September 15 2011 10:42 GMT
#657
"The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly." doesn`t this assure that the better player wins. Whoever has the better timed out Buildorder, whoever has the stronger macro, whoever microes more precise will win the game and therefore it is very fair.

btw. dont forget "attack the is best defense" and no other race can attack and reinforce as fast as the protoss race.
keep it deep! @zulison
SChlafmann
Profile Joined September 2011
France725 Posts
September 15 2011 10:44 GMT
#658
I might say something stupid but why not implement something like : when warpgate is researched, classic gateways produce units faster than warpgates. It would allow in some case a defender advantage.
Maybe it will become too powerful as it will allow to have a bigger army faster... Or Maybe i'm just saying crap.

Btw, for people saying tier1 toss is too powerful, come on guys.... As someone said before, gate units are not cost efficient, compared to T at least.
"More GG, more skill" - Nope! Chuck Testa - #BISU2013
kinglemon
Profile Joined September 2011
Germany199 Posts
Last Edited: 2011-09-15 11:05:55
September 15 2011 10:45 GMT
#659
On September 15 2011 18:29 17Sphynx17 wrote:
Show nested quote +
On September 15 2011 17:54 kinglemon wrote:
On September 15 2011 15:54 Bleak wrote:
On September 15 2011 15:46 Carmine wrote:
I can tell you put a lot of work into your post, but I think your reasoning is not sound.

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.


You made it sound like this is a weakness for Protoss. Even if Protoss did not have Warp gate mechanics they would reinforce at about the same rate in a defending battle. It only strengthens them offensively. The other player still has a longer rally distance when attacking the Protoss player. This is the point you glossed over when you used your PvP example, using that to validate your points and then dismissing it as automatically balanced.

I don't think the game was balanced in the nature that you think it was. I also think it is bad practice to look at a localized imbalance (differences in race mechanics) and claim a net imbalance. The presence of an imbalance must be determined by a lot of games being played, and I don't think there is sufficient evidence to support your claim.


Is anyone actually reading? He is saying that because of the warpgate, it is possible to traverse distances instantly and reinforce at your opponent's doorstep. Because of THIS, they have to make gateway units weaker. And he is saying, that this ruined Protoss.


but gateway units aren't weak.
they are the best units compared to t and z's early units (without updates).
sure stim can change a lot, but blink can also change a lot.
and to kill a toss with early agressive builds he needs to either be really greedy or just lack in scouting.
same can be said for terran and zerg, if they dont scout or be to greedy, they will die to a good timing attack.

the important thing is: protoss units are the best and most resistant units out of the 3 races, and they have shields which regenerate very fast.
p does not need defensive structures (that much) because the units are aleready pretty strong and defensive in their own way.
z and t need defensive structures because their units are so weak in the early game.
.


Well you have to consider two things when making your analogy. One you mentioned stim comparing to blink, but blink is not a readily accessible at the tech level you are comparing them.


well it's only one building, and therefore u have a nice tech tree open up for u once u go for blink.
you can go dt, ht, archons or chargelot afterwards.
it's not like u would go in an one-way-street, like for example cloak banshee is most of the time.

On September 15 2011 18:27 Brotocol wrote:
They are absolutely weak inherently. Warp-in offense compensates for this, in an offensive context.

A stalker costs more than a marauder and loses to it. A stalker costs 125-50 and does slightly less dps than a 50min marine. A zealot costs twice as much as marines, and does less dps than 2 marines, while spending most of its time trying to get in melee range.

Stalkers, at range 6, can't even kite marines properly because they have (1) a slow attack animation and (2) a missile, which has transit time. Watch any pro using stalkers against marines, the stalkers always get hit when they take a shot.


This is not a whine; I think it's fine for Protoss units to have reduced stats so long as it balances warp-in. But P also needs a better option for non-offensive situations.


lol, u completely ignore the biggest benefit, their health and shield 1.
of course they dont do much damage, but they are tough, and stalkers can shoot air, and they are faster than t units.



zergrushkekeke
Profile Joined November 2010
Australia241 Posts
September 15 2011 10:48 GMT
#660
I don't think the warp mechanic broke protoss, the game is fine. Each races unique abilities and characteristics allow equally skilled players to be evenly matched.

Zerg have to expand early to keep their production (larva) up to scratch, giving up the ramp and spreading their early defenses over 2 bases. The larva mechanic didn't break zerg.

A better SC2 example is how terran can use pure mules for minerals and cut workers endgame, this doesn't break terran, it is compensated by all the other stuff going on with all 3 races.

If the protoss really was lacking a defenders advantage why aren't all PvX games won decisively by the opponent playing aggressively? I know you are saying that they even out the mechanic by weakening the units overall, but it is balanced out or we would see statistical evidence showing so.

And finally from a non protoss players point of view the main thing scaring me off over-aggressively engaging an economic protoss early is forcefields, which do work differently for an attacking or defending protoss.
KEKEKE
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