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The Warp Mechanic and How It Broke Protoss - Page 5

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Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
Last Edited: 2011-09-08 12:32:56
September 08 2011 12:27 GMT
#81
If you made units faster without warpgates........ Then it would help balance them, but I think this has only been mentioned like 155,785,334 times in the History of Sc2.

Edit: One hundred and fifty five million seven hundred and eighty five thousand three hundred thirty four times.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Majk
Profile Blog Joined January 2009
Sweden146 Posts
September 08 2011 12:30 GMT
#82
On September 08 2011 21:11 deathly rat wrote:
Starcraft 2 is designed so that each race is different on a fundamental level. It is one of the things that make the game interesting to play, however as long as they are different discussions such as this will always be possible. The meta-game is still swinging violently so that its difficult to see what the situation will be in the next month, never mind what the effect of balance changes will be.

The other thing is that your point is that P need a defensive buff, but P often turtle better than any other race and come out with a game ending deathball. This is in contradiction to the buff you want to implement.


Also, Protoss early game circle around either you go for early timing (all-in) or you macro. Terran and Zerg have a stronger early game without being all-in (at least in my opinion) wich leads to if you decide to play a macro game as Protoss you are stuck being defensive and with little map control... Most Protoss learn to either camp untill they have a clear timing, or go for an early attack... All this leads up to most protoss play their games defensive until they have an army worthy moving out on the map with... If you play most of your games defensive, you will get good at defending.
ki11z0ne
Profile Joined January 2011
United States427 Posts
September 08 2011 12:32 GMT
#83
good read.... i liked it.... would have to be tested and might be to much of a change to even happen might change the game so much...
SC > halo
Kaelaris
Profile Blog Joined September 2010
United Kingdom788 Posts
September 08 2011 12:33 GMT
#84
On September 08 2011 21:26 VPVash wrote:
you all play toss i see


Actually I play random predominantly. It's quite noticeable in this thread that people are having proper discussions with formulated opinions and in a nice manner. Don't come in here and taint actual well constructed banter with your narrow-minded one liners.
CommentatorESL Commentator ♞ Facebook.com/Kaelaris ♞ Twitter.com/Kaelaris ♞ Youtube.com/Kaelaris ♞ Twitch.tv/Kaelaris
syriuszonito
Profile Joined June 2011
Poland332 Posts
September 08 2011 12:39 GMT
#85
Interesting read, however i dont quite get what is the point of this article. Do you just want shield battery to be introduced in expansion or you claim that protoss is underpowered? Forcefields are such a good defensive tool that i cant see a reason to buff warpgate units.
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 08 2011 12:48 GMT
#86
I agree with a lot of what you said, and yes a Gateway tech defensive building would be cool. However, you often just state absolutes and expect them not to be doubted. I disagree with the whole bit about gateway units, just categorically stating units to be bad seems silly.
VERY FRAGILE, LIKE A BABY PANDA EGG
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
September 08 2011 12:49 GMT
#87
On September 08 2011 21:39 syriuszonito wrote:
Interesting read, however i dont quite get what is the point of this article. Do you just want shield battery to be introduced in expansion or you claim that protoss is underpowered? Forcefields are such a good defensive tool that i cant see a reason to buff warpgate units.


Protoss would make more Motherships if we had shield battery. Archons would be stronger as well. And FF is pretty easy to deal with in the midgame for both Terran and Protoss. I don't think his post was particularly one-sided; but analytical, then he purposed an idea and a small change. Pretty Good Op, though I don't agree to all his conclusions.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2011-09-08 12:54:52
September 08 2011 12:52 GMT
#88
I've been talking about how warp gate is broken, and terrible mechanic for a while now. The point of warpgate was originally to be specifically defensive, yet be able to quickly be on the offensive as well.

I've also repeatedly explained to people I would fix the current warp gate problems:

Increase the amount of time it takes to WARP in a Warpgate - changing from gate -> WG.

From there, you decrease the amount of time each unit takes to make from regular gates (Excluding zealots, for obvious reasons - Stalker timings are already the same regardless - if a zerg is not greedy they will have a spine crawler in time.) Therefore, like terran, protoss can resume unit production in a qued status, the only race which cannot do this to any extent with regular t1-1.5 units is protoss. This would also then allow WG to be used more strategically as when you want to be offensive, you then switch over to WG and use a proxy pylon instead if this always being the case like it is now - it's too free formed.

This solution of decreasing unit build time in regular gateways also promotes better multi tasking for protoss players as they can macro/micro at the same time without always having to look at their base, which in my opinion is a major flaw of the race. Arguably the same for zerg, however hatchery do have regular larvae regen, so at least they don't have to do this as seriously.

It also allows for a defensive protoss player to crank units out of regular gateways, while the other protoss warpgate rushing can still pressure, but in total misses one round of units because of the gate->WG conversion and therefore it balances out incredibly heavy aggression.

And finally, it allows for protoss to have more utility. There are too many builds as protoss where if you, like zerg, do something slightly wrong(against 1-1-1 for example) you just simply lose(I'm not saying it's imba, I'm saying it's hard to defend, there is a difference.)

This has always been my solution to Warpgate and I don't see in any way how it wouldn't improve protoss mechanics. It makes the race require more constant production rather than always relying on some sort of aggression, and also allows for a (in my eyes) good fix to PvP dynamics even disregarding the latest patch notes.

Yes, I know there are other timings that reducing the normal gateway timings would then present, however, it encourages a longer game to get to this point - and more time for other builds to come into play instead of everything being purely aggressive like how this game is built right now, which is what separates BW and SC2 in my eyes. There needs to be certain timings still in the game for aggression, but at the same time it can't all revolve around it. There needs to be skill boundaries between players rather than it sometimes being build boundaries.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
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Fyrewolf
Profile Joined January 2010
United States1533 Posts
September 08 2011 12:53 GMT
#89
Wait, so you make an inflammatory thread title about warpgate, poorly analyze the concept of defender's advantage, ignore the defensive aspects of warpgate (warp in to defend far away locations like a 4th), ignore the defensive aspects of cannons because they require an 150 forge investment, ignore the advantage of sentries (which are designed to close off those open spaces you say are a problem and are more useful in the mid and endgame than early game), and then draw the same conclusion your inflammatory title stated. Way to go. Rally distance is not the only incarnation of defenders advantage.

Oh and you got the definition of a timing push wrong. It's not " Usually sacrificing economy for a stronger army at a certain point in time" it's "timing your push to line up right when an advantage swings in your favor, like a +1 or Stim".
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Milkis
Profile Blog Joined January 2010
5003 Posts
September 08 2011 12:55 GMT
#90
in my opinion if they make warp gate have a significantly longer cool time you'd get defender's advantage back and would let you get away with buffing protoss units a bit to deal with other kinds of attacks protoss has :p
ScythedBlade
Profile Joined May 2010
308 Posts
September 08 2011 12:56 GMT
#91
On September 08 2011 21:39 syriuszonito wrote:
Interesting read, however i dont quite get what is the point of this article. Do you just want shield battery to be introduced in expansion or you claim that protoss is underpowered? Forcefields are such a good defensive tool that i cant see a reason to buff warpgate units.


In terms of units? I would already prove that Protoss gateway units are underpowered without micro.

But the interesting article does provide a point into probably why Protoss units are so bad (and it's just to balance warp in mechanics)
Tommie
Profile Blog Joined September 2010
China658 Posts
September 08 2011 12:56 GMT
#92
On September 08 2011 19:24 BearStorm wrote:
The shield battery could actually revolutionize PvP. Did Blizzard ever comment on why it never made it into SC2? If not It was probably removed because they were rarely used, but PvP could probably have FE builds if the shield battery was in the game.

This. I think Protoss needs this. A shield battery that costs only minerals and is powered by nexus energy.
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 08 2011 12:58 GMT
#93
I have known this major flaw in protoss design since the end of beta where I really started playing Protoss and Zerg off and on.

It is sad for the protoss players around us. The truly mechanical players get punished for the race while the weak players ride on the strengths of timing pushes. I've always imagined Protoss as a broken race, not balance wise but design wise. And it breaks my heart that they can't do multi pronged attacks or small pokes at an enemy without getting swamped. The biggest appearance of the design flaw is PvP, where it still hasn't breached past the one base phase.

I thank you for this post. And as a Master zerg player I can see that I fully agree with it. Protoss just can't be balanced well if offense and defence is so much intwined. Because nerfing one will nerf the other and vice versa. It is sad, but I truly hope that Blizzard revamps the warp gate mechanic with gateways. And give warp gates a trade off when compared to gateways. I don't think this is feasable in a patch however, only in HotS could such an enormous feat be implemented since the metagame then will be slightly in shambles allowing protoss to relearn timings more easily.
NuclearStar
Profile Joined September 2010
United Kingdom57 Posts
September 08 2011 13:01 GMT
#94
I would say that it does seem a bit imba early game for the proxy pylon.
Maybe it should be an upgrade on the cycore or twilight council to warp in on pylons, and have them standard warp in around gates, but then that would just mean protoss can make an offensive proxy pylon+gate instead.
I like the idea of a defensive structure after a gateway for protoss, but then what is stopping that getting abused and used as an offensive structure in their timing pushes? The issues are basically the way the protoss mechanics are done. I am sure if there was a different field around a nexus where only defensive structures can be placed might be ok. However if they were to introduce these, then cannons should have a small shield or damage nerf as any drops or runbys would be much weaker as a result of a new protoss defensive structure.

The majority of the community would argue that sentries provide that early game defence, because you cant just put spines everywhere, nor can you put bunkers everywhere, not all bunkers or spines would be in range of the protoss army, depending on where they are attacking from. So the idea of FF is to split the aggressive army in half, while your superior army kills off the trapped units, the rest of the offensive army will have to walk around the FF or wait.

But in the end, anything new you give to protoss to help in defence is definatly going to be used to boost their offensive abilities.


I dont know why protoss are seen as weak right now, I know the results of tournies seem to suggest they are weak and terran is imba or whatever, but I still get rolled by protoss on ladder half the time. If they make changes to help high level protoss then they have to be certain that those changes are not going to make lower level protoss way more imba, as this will put terran and zerg players off the game if they are losing all the time at lower levels to P
Everhate
Profile Joined September 2010
United States640 Posts
September 08 2011 13:11 GMT
#95
I like the analysis. I always felt like either warpgate or forcefield (or a combination of the 2) were the reason that stalkers felt relatively weak until you get a huge mass of them. I'm not sure what the 'solution' is (assuming it's something that requires solving) for HotS.

From a personal standpoint, I'd prefer reaver over colossus, as it seems like it would be so much better defensively. Adding in the shield battery is an interesting solution, and could potentially make for very interesting plays. I think they may be concerned about immortal or blink stalker + battery combination, but as quickly as shields come back (relative to bw), it may not be that huge a concern.

Another possible approach would be to have protoss units warp in without shields...though my brain hurts thinking of all the possible alterations that could make both offensively and defensively, heh.
VPVash
Profile Joined August 2011
United States139 Posts
September 08 2011 13:13 GMT
#96
On September 08 2011 21:33 CSN_Kaelaris wrote:
Show nested quote +
On September 08 2011 21:26 VPVash wrote:
you all play toss i see


Actually I play random predominantly. It's quite noticeable in this thread that people are having proper discussions with formulated opinions and in a nice manner. Don't come in here and taint actual well constructed banter with your narrow-minded one liners.

I don't know what protoss players are complaining about. go watch huk and mc then you win ez pz

User was banned for this post.
"This is the strangest life I've ever known."
BottleSafti
Profile Joined March 2011
Germany2 Posts
September 08 2011 13:14 GMT
#97
I find it kinda funny, that all of you are saying "warpgate is imba", but if you look at the current winrates of all races Terran is the most "overpowered" race in and outside of Korea... Protoss has the least wins of all 3 races!
Delay559
Profile Joined January 2011
France89 Posts
September 08 2011 13:15 GMT
#98
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


one very big problem with this is when toss is late game 3+ bases and he has gate spread out we cant go back and find all our gates and warp them there, if we did that we would lose micro war sicne we are wasting so much time find our gates location ...
Join erepublik! :D http://www.erepublik.com/en/referrer/RonanSC
ShatterZer0
Profile Joined November 2010
United States1843 Posts
September 08 2011 13:17 GMT
#99
On September 08 2011 19:24 Peleus wrote:
Be pretty cool if warpin time was dependant on the distance from the nearest nexus. Would allow a clearer defenders advantage in both PvP and other matchups at home (let's say very short ~0.5 - 1 second warp in) while at a longer distance (capped at a certain amount so maps don't effect it as much) ~7/8 seconds at the extreme.

Times could be played with for balance, but the main idea (gaining a defenders advantage) is achieved, while the unique race trait of protoss is maintained as they could still warp in anywhere on the map (and still pool up significant forces).

P.s. I'm just suggesting that warpin times are extended; cool downs will remain the same for the same net production capability.


That would create pretty cool dynamics in blink stalker based PvP with spread out expansions xD Expanding towards your opponent to create more aggression would be a hilarious change!
A time to live.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
September 08 2011 13:18 GMT
#100
Shield batteries would make PvP much better if they were strong enough. I seriously think they should add shield batteries in HotS. They should be quite cheap - 75 - 200 minerals.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
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