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The Warp Mechanic and How It Broke Protoss - Page 41

Forum Index > Closed
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eatmybunnies
Profile Joined October 2010
United States90 Posts
October 14 2011 19:50 GMT
#801
and put marines in... JUST SAYING highest dps in the game, for a starting unit. It shoots both air and ground.


AND IT DANCES

(and micro well)
GhostOwl
Profile Blog Joined July 2011
766 Posts
January 06 2012 07:42 GMT
#802
On October 12 2011 08:38 SupLilSon wrote:
Honestly, warpgate and forcefield are the 2 best defender's advantages in the game. I really don't know what all you guys are fussing about. You don't have to make units until a push is literally at your ramp. You can FF all day and continue warping in units faster than Z or T can reinforce. You have shields that quickly and fully regenerate. INSTANT UNITS, honestly how do you complain about that? At least Terran/Zerg are forced to make units preemptively because you know, it actually takes time to build units...

There are even more insane advantages to warpgate but its irrelevant to keep going... Of all the things people can complain about with toss and this is it? 50/50 for the best up in the game >.> be happy...


Forcefield is a good defender tool if you can use it on your ramp. But what happens when you fast expand? Can you constantly put 7 forcefields to block off your natural? It's only good if you 1-base, and if you're 1-basing, you're either teching (the only situation when you need it) or about to timing attack (why would you need to defend?)

Shields regenerating does not = defender's advantage. Shields are made more fragile because they regenerate. So in actuality, it makes defender's advantage worse because the regeneration doesn't actually kick in fast enough DURING the fight, and units are more fragile.

You fail to understand the nature of Protoss units. P units are weaker because they can warp in anywhere/anytime. That cancels each other out.

Seriously, consider what other people are saying about you. Most people on these forums are ex-broodwar / masters league / good players. You should really listen to what people better than us are saying.
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
January 06 2012 10:49 GMT
#803
why did you necro a thread to reply to a 3 month old post?
¯\_(ツ)_/¯
Serelitz
Profile Joined April 2011
Netherlands2895 Posts
January 06 2012 11:42 GMT
#804
On January 06 2012 19:49 adrenaLinG wrote:
why did you necro a thread to reply to a 3 month old post?


Guess he used the search function and didn't notice? I mean it's an old topic but it's still pretty relevant. Hope it gets fixed somehow in HotS.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
January 06 2012 11:51 GMT
#805
On January 06 2012 20:42 Serelitz wrote:
Show nested quote +
On January 06 2012 19:49 adrenaLinG wrote:
why did you necro a thread to reply to a 3 month old post?


Guess he used the search function and didn't notice? I mean it's an old topic but it's still pretty relevant. Hope it gets fixed somehow in HotS.


Only if they somehow miraculously balance the arc cannon, and even then it's only good vs light units and for a short amount of time.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
Last Edited: 2012-01-06 12:00:37
January 06 2012 11:59 GMT
#806
One of the problem of warpgate which wasn't entirely addressed in this thread is that wg mechanic nullify any try to cut reinforcement route. So while it adds very little defensive capabilities, it allows you to stay in the middle of the map forever but you have no army to fall back on if your main army is destroyed because it was everything you had.
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
Last Edited: 2012-01-06 12:00:21
January 06 2012 12:00 GMT
#807
aaaaaaaaaaaaaaaaaaaah whoops
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
January 06 2012 12:01 GMT
#808
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.
deadmau
Profile Joined September 2010
960 Posts
January 06 2012 12:05 GMT
#809
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters. And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.
Mazaire
Profile Joined July 2011
Australia217 Posts
January 06 2012 12:22 GMT
#810
i think you forget about the sentry. the sentry makes ramps stupidly scary (i play R) and slicing armies in half blocking ramps and running away all due to forcefield adds a huge dynamic to protoss. i think that yes you are right in that it's very hard to have an economic opener as protoss. but that is one of the restraints of the race, a two base protoss can beat a four base Zerg or a three base terran (but by that stage its looking very allin-ish and scary). i feel you neglect the raw power of protoss units.
"No matter what event you go to there are so many koreans, like a swarm. Even if you beat three or four, there are like 10 others waiting." - Socke
puissance
Profile Joined May 2010
97 Posts
January 06 2012 12:25 GMT
#811
This is a good topic and I want to present you and idea which both tries to fix this problem AND introduces a interesting new dynamic to protoss play:

After researching Warp Gate, Gateway units are quicker produced by using normal Gateways instead of Warpgates (may also reduces swapping time between both).

This is done by either increasing Warpage cooldown time or reducing build time of units after the Warp Gate upgrade (not before or else early rushes would be too strong).

Now Protoss can produce faster on the defense and once they want to push / harass, they swap to Warp Gates and deploy anywhere but with a lower total production rate. In turn this means that in PvP a defending Protoss can produce faster than the pushing Protoss can warp in.

Thoughts?
At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
graNite
Profile Blog Joined December 2010
Germany4434 Posts
January 06 2012 12:26 GMT
#812
TL;DR:
An offensive and a defensive Protoss have the same rally distance.


This is not a disadvantage for a defending Protoss, but an advantage for an attacking protoss. OP is bs, sentry gives enough defense power. Moreover, in the early game Protoss has the strongest units (until Stimpack finishes).
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
Last Edited: 2012-01-06 12:32:19
January 06 2012 12:30 GMT
#813
On January 06 2012 21:05 deadmau wrote:
Show nested quote +
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters.


I can't understand why you're denying it, because that's exactly what it is. The warp gate mechanics is both a defender's advantage and an ability that negates defender's advantage of the opponent.

And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.


That made even less sense, considering the almost unanimous complaints about +3 armor zealots TvP and the mobility of warp prism and hatch sniping lategame ZvP. Also consider that archons are essentially gateway units too. and even with morph time can reinforce faster than zerglings and marines.

Abort Retry Fail
Profile Joined December 2011
2636 Posts
January 06 2012 12:31 GMT
#814
necro ftw!
btw, toss is still the same, so this thread is still ok imo
BSOD
ntssauce
Profile Joined February 2011
Germany750 Posts
January 06 2012 12:37 GMT
#815
nice read . I've often thought about this and i'd go that far and say, that protoss , the race that it's hardest to expand with, cause they have not defending sstructures as you pointed out. has the weakest early game pressure... the thing is, that the units are fkn expensive for early game pressure... you can't efford them without cutting probes... and still... in earlygame marines pwn zealots especially if there are marodeurs that also pwn very expensive stalkers.

my secon point is that the pvt earlygame is very imbalanced because of the facts you mentioned... without a bunker or a similar structure protoss just barely defends against terrans mass units. but even in pvz most zerg could easily crush you by pumping out units and overruning you till no ffs are left.
MMA and Alive you are the best! | Goodbye ST_Sound ~
AndAgain
Profile Joined November 2010
United States2621 Posts
January 06 2012 12:39 GMT
#816
On January 06 2012 21:30 Sadistx wrote:
Show nested quote +
On January 06 2012 21:05 deadmau wrote:
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters.


I can't understand why you're denying it, because that's exactly what it is. The warp gate mechanics is both a defender's advantage and an ability that negates defender's advantage of the opponent.

Show nested quote +
And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.


That made even less sense, considering the almost unanimous complaints about +3 armor zealots TvP and the mobility of warp prism and hatch sniping lategame ZvP. Also consider that archons are essentially gateway units too. and even with morph time can reinforce faster than zerglings and marines.



You're missing the point. Gateway units have been made less cost efficient to compensate for warpgates. Terran units have been made more cost efficient because they have to walk out of their building.

When terran defends, they get the benefit of pretty fast reinforcements + cost efficiency. When protoss defends, they get fast reinforcements, but without the cost efficiency.
All your teeth should fall out and hair should grow in their place!
deadmau
Profile Joined September 2010
960 Posts
Last Edited: 2012-01-06 12:48:10
January 06 2012 12:45 GMT
#817
On January 06 2012 21:30 Sadistx wrote:
Show nested quote +
On January 06 2012 21:05 deadmau wrote:
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters.


I can't understand why you're denying it, because that's exactly what it is. The warp gate mechanics is both a defender's advantage and an ability that negates defender's advantage of the opponent.

Show nested quote +
And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.


That made even less sense, considering the almost unanimous complaints about +3 armor zealots TvP and the mobility of warp prism and hatch sniping lategame ZvP. Also consider that archons are essentially gateway units too. and even with morph time can reinforce faster than zerglings and marines.



What I said is true, and his understanding of defender's advantage is wrong. There is no advantage of "warping in defensive units," defender's advantage means your rally distance is short to defend.

Terran example:
Protoss/zerg attacks your front, you can reinforce fast because your barracks are right there and right when they pop out they are ready to help you defend. Defender's advantage.

Zerg example: P/T attacks your front, your units pop out and you can reinforce almost instantly because you are at home and on creep. Defender's advantage.

The guy i quoted thinks you being able to warp in units at home to defend an an attack while your army is out on the map is a defender's advantage, which makes no sense. Terran and Zerg constantly pop out at home near their production (hatch/barracks/facts) while their armys are out on the map. So where is the advantage again? lol

If protoss did not have warpgate, their units would pop out at home anyway (short rally, which is the inherent benefit of defender's advantage) so warpgate does nothing to add to a supposed Protoss defender's advantage

The Underlying Message:
The Original Post is saying that because Protoss Warpgate Units are balanced in a fashion that they have a fair shake in offensive fashion, with instant reinforcement (not having to rally across map) against a defending Terran/Zerg defensive position, when a Protoss is defending, they are already meant to have quick reinforcements at home with short rally like Terran / Zerg at home, so when Protoss are defending Warpgate gives them no benefit, and their units strength are balanced around the fact that they are meant to have a fair shake against a DEFENDING terran/zerg.


If anyone can explain the OP's concept in a more concise and clear fashion for people that don't understand it, please help me out, I can't shorten it for them. It's a hard concept to grasp for most.
deadmau
Profile Joined September 2010
960 Posts
January 06 2012 12:50 GMT
#818
On January 06 2012 21:39 AndAgain wrote:
Show nested quote +
On January 06 2012 21:30 Sadistx wrote:
On January 06 2012 21:05 deadmau wrote:
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters.


I can't understand why you're denying it, because that's exactly what it is. The warp gate mechanics is both a defender's advantage and an ability that negates defender's advantage of the opponent.

And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.


That made even less sense, considering the almost unanimous complaints about +3 armor zealots TvP and the mobility of warp prism and hatch sniping lategame ZvP. Also consider that archons are essentially gateway units too. and even with morph time can reinforce faster than zerglings and marines.



You're missing the point. Gateway units have been made less cost efficient to compensate for warpgates. Terran units have been made more cost efficient because they have to walk out of their building.

When terran defends, they get the benefit of pretty fast reinforcements + cost efficiency. When protoss defends, they get fast reinforcements, but without the cost efficiency.


Exactly, Protoss 1-1.5 are efficient when they are ATTACKING and able to reinforce instantly, they are balanced around this fact. But at home defending, you already have a short rally, warping in gives you zero advantage, also your units aren't as good because they are balance around the fact you are allowed to attack an opponent and instantly reinforce.
Vega08
Profile Joined September 2010
United States17 Posts
January 06 2012 12:56 GMT
#819
Are you fucking dumb, anyone who agrees to this is fucking retarded as shit. Protoss gets no defense from a gateway because your units are stronger. What ever you smoked to rant on about this I want some, I'd love some "equal army" to come push me.
Andreas
Profile Blog Joined January 2011
Norway214 Posts
January 06 2012 12:59 GMT
#820
On January 06 2012 21:50 deadmau wrote:
Show nested quote +
On January 06 2012 21:39 AndAgain wrote:
On January 06 2012 21:30 Sadistx wrote:
On January 06 2012 21:05 deadmau wrote:
On January 06 2012 21:01 DarK[A] wrote:
I don't really understand what you're trying to say. I would consider it an advantage to be able to "instantly" warp in defensive units regardless of where your offensive army is.


My friend that is not "defender's advantage" whatsoever lol. But seriously, what the OP says is quite logical and true. I been a forever toss player at Diamond almost Masters.


I can't understand why you're denying it, because that's exactly what it is. The warp gate mechanics is both a defender's advantage and an ability that negates defender's advantage of the opponent.

And I pray for the day Warpgate gets removed so that Protoss T1-1.5 aren't so weak, and so we get a legitimate defender's advantage.


That made even less sense, considering the almost unanimous complaints about +3 armor zealots TvP and the mobility of warp prism and hatch sniping lategame ZvP. Also consider that archons are essentially gateway units too. and even with morph time can reinforce faster than zerglings and marines.



You're missing the point. Gateway units have been made less cost efficient to compensate for warpgates. Terran units have been made more cost efficient because they have to walk out of their building.

When terran defends, they get the benefit of pretty fast reinforcements + cost efficiency. When protoss defends, they get fast reinforcements, but without the cost efficiency.


Exactly, Protoss 1-1.5 are efficient when they are ATTACKING and able to reinforce instantly, they are balanced around this fact. But at home defending, you already have a short rally, warping in gives you zero advantage, also your units aren't as good because they are balance around the fact you are allowed to attack an opponent and instantly reinforce.

If protoss units are "balanced around the fact you are allowed to attack an opponent and instantly reinforce", that means the standing protoss army at any point can engage the terran/zerg standing army even when supported by a short rally AND defensive structures. How does the same army have a *disadvantage* when the terran/zerg is attacking with no short rally and no defensive structures?
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