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The Warp Mechanic and How It Broke Protoss - Page 7

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darcevader88
Profile Joined May 2011
Canada648 Posts
September 08 2011 13:57 GMT
#121
On September 08 2011 22:50 Nizzy wrote:
Yeah I agree that it's a decent read. I really struggle late game vs Protoss players that go templar tech and 20 warp gates. M&M simply don't kill chargelots I don't care what anyone says. It's so frustrating when we fight in the middle, go even, however he warps in 20 chargelots and I have to wait 15 seconds for my units to walk. Plus another thing is that when you warp it you can pick the positioning.

It's 250 food vs 200 food armies. Zerg with instant tech switch and possible 50+larva just sitting around on 3 hatch...

Terran can't reproduce at the levels of these other races. They just die if the bulk of the army is dead. I can't wait for HotS to see how Terran is "complete". It better involve a tech-reactor upgrade.

Late game.. you should have ghosts.. in which case the protoss is gonna melt in 2 seconds, reinforcements or not. :S
"The ground is my ocean, I'm the shark and most people don't even know how to swim."
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
September 08 2011 13:58 GMT
#122
The solution is simple. Remove the weaksauce, cost inefficient stalker (atleast till you get blink but even after that its only due to mobility) , and bring back the dragoon. Remove warpgates as well if you want.
Envy fan since NTH.
Utinni
Profile Joined November 2010
Canada1196 Posts
September 08 2011 13:58 GMT
#123
On September 08 2011 22:53 windsupernova wrote:
I thought we were all over the ¨I want to design the game¨ phase.

It seems not. Warpgate didn´t break protoss, just a few months ago Protoss were doign well, it may have been the WG nerf or the Metagame changing but can we stop blaming game design just because a race is having a hard time atm?

Every single time that a race is having a hard time, everybody claims that it was badly designed, broken, that it needs to be redesigned(and all the redesigns are just hey lets copy paste BW!).

Even with no warpgates Zealots and Dragoons would be ¨bad¨ in SC2, due to the new units the other races have, the improved controls. Warpgate is a really interesting and Novel concept, yeah its different but I have always been on the side of developers trying new things instead of being hindered by tradition.

Its not like its unreasonable that the game would feel imbalanced, the best testing is the playtesting. I am sure that for the expansions new units and abilities will be added to fill the holes in each races arsenal(like what happened from SC1 to BW).

Hey, but I guess its easier to say the game is broken and scream bad design everytime a race is in trouble. Although, with the new engine and units I can see how the Shield battery would be better in SC2 than it ever was in BW.

Thank you for some common sense in the discussion

Totally agree with you. Weekend designers are the best.
“... you don’t have to be Sun freakin Tzu to know that real fighting isn’t about killing or even hurting the other guy, it’s about scaring him enough to call it a day.” - Max Brooks: World War Z
RealQ
Profile Joined March 2011
1120 Posts
September 08 2011 13:59 GMT
#124
Im amazed by how many people in this thread auctually think this is about Protoss Warpins being OP.

i see so many nerf protoss comments, that im thinking not many people read the OP or even thought about it.
branflakes14
Profile Joined July 2010
2082 Posts
September 08 2011 14:01 GMT
#125
On September 08 2011 22:52 Goibon wrote:
I've always thought that Pylons should have a cooldown on warp ins so you restrict the number of units that can be warped in on a single pylon.


The only problem I can see with that is that it's basting a game already containing way too many variables for a player to handle with even more variables. It'd be the end of all Protoss non-air early aggression too, which at the moment is where most Protoss wins seem to be coming from.
Johnzee
Profile Joined April 2011
United States216 Posts
September 08 2011 14:02 GMT
#126
On September 08 2011 19:23 Immaterial wrote:
Saying that warpgate "broke" protoss is a bit sensationalist but your post makes some good points. Warpgate is conceptually really cool but in practice creates a lot of problems.


Agreed with OP and this post. I was expecting flame and imbalance ranting but this is actually very well thought-out.
“A children's story that can only be enjoyed by children is not a good children's story in the slightest.” - C.S. Lewis
zarepath
Profile Blog Joined April 2010
United States1626 Posts
September 08 2011 14:07 GMT
#127
I was about to say, "Bolded, enumerated points and three pictures do not an in-depth analysis make." But that was actually a very interesting illustration of the design obstacles that Protoss face, and why they're problematic.

I dunno 'bout that shield battery, though.
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
f0rzaa
Profile Joined August 2011
United States59 Posts
September 08 2011 14:13 GMT
#128
What an absurd OP. You basically under rate sentries and claim toss can't defend. T and z would flat out die without bunkers/spines, whereas toss have the single best defensive unit in the game. How about slicing up an army to your liking as a defenders advantage?
got'em
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2011-09-08 14:14:42
September 08 2011 14:13 GMT
#129
I dont believe the Shield battery would help. I think it might even be worst. Consider a PvP, 1 person is going 4 gate and the other person going 3 gate blink stalker. Obviously, the 3 gater will use the shield battery and ramp to defend. But, the 4 gater will attack and put a offensive pylon and with this offensive pylon, he can also put a shield battery down as well. Since both player has shield battery, this will pretty much negates the point of having a shield battery in the first place.

Obviously, the shield battery does provide a way a strategic control of a certain area too but once again, it come down to the ramp. So I dont believe it would change much honestly.
I may not be the best, but i will be some day...
Drake
Profile Joined October 2010
Germany6146 Posts
September 08 2011 14:13 GMT
#130
seeing people after 1 year writing about it BROKE a race makes me feel this whole good read is absolute moved in trollmode
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
RealQ
Profile Joined March 2011
1120 Posts
September 08 2011 14:18 GMT
#131
On September 08 2011 23:13 f0rzaa wrote:
What an absurd OP. You basically under rate sentries and claim toss can't defend. T and z would flat out die without bunkers/spines, whereas toss have the single best defensive unit in the game. How about slicing up an army to your liking as a defenders advantage?


You clearly didnt read the whole OP before responding.
Binabik
Profile Joined January 2011
Germany686 Posts
September 08 2011 14:18 GMT
#132
You forget that the main reason for doing a timing attack is an important tech or tech unit, both of which you can't get via WarpGate.

So everything's fine as long as you can't warp in Colossus or VoidRays.
The timing where your OP seems to be true is between 6:00 and 7:00 -> not that huge
Cirqueenflex
Profile Joined October 2010
499 Posts
September 08 2011 14:26 GMT
#133
here is what i always wonder about:
Protoss saves up and spends a TON of chrono boost for warpgate. Your problem seemed to be that you miss that extra wave of units that you get when WG finishes for crucial timings.
But what if you would spend your whole chrono boosts on chronoing out units instead of WG research? Wouldn't you have more units out than your opponent has until his WG research is finished, so you could clear the area around your base from warpin pylons? You can still get WG research in the long run, you just don't have to rush it that hard i think (at least if you want to be on the defending side)
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
September 08 2011 14:27 GMT
#134
Awesome article
You really understand the game and have a good knowlege of meta-game
Also I like ur conclusion =)
Still toss are OP
Tekken ProGamer
SoBeDragon
Profile Joined October 2010
United States192 Posts
September 08 2011 14:28 GMT
#135
Make it so the further away you are from a Nexus you control, the longer it takes to warp in. Just my $0.02.
If at first you don't succeed, redefine the parameters for success.
f0rzaa
Profile Joined August 2011
United States59 Posts
September 08 2011 14:28 GMT
#136
On September 08 2011 23:18 RealQ wrote:
Show nested quote +
On September 08 2011 23:13 f0rzaa wrote:
What an absurd OP. You basically under rate sentries and claim toss can't defend. T and z would flat out die without bunkers/spines, whereas toss have the single best defensive unit in the game. How about slicing up an army to your liking as a defenders advantage?


You clearly didnt read the whole OP before responding.

I did read the whole OP and all his/her suggestions are absurd, it wouldn't be a slight buff, it would be just dumb how much of a gain something like his suggestion of a shield battery or whatever would be. While his "analysis" is great, fine, detailed w/e his suggestions aren't even close.
got'em
ElPeque.fogata
Profile Joined May 2010
Uruguay462 Posts
September 08 2011 14:29 GMT
#137
Man, protoss defense is crazy good.

You dont need to spend a dime in it, and the moment you see the ling runby you just warp 6 zealots in the probe line. If there is no runby, you warp them with the attack.

A drop? spawn 2 stalkers to kill the medvac and 4 zealots to kill the units.

Got the money? just warp some cannons at each expo, which are the best static defense in the game. Detection, anti ground and antiair all in one.

If that is not enough, well, either your army should have been there to fight or making an equivalent damage to the opponent.
GribStream.com - Historical Weather Forecast API - https://gribstream.com/
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 08 2011 14:34 GMT
#138
Well stated and interesting food for thought. I've always thought that the balance of the relative strengths of Gateway vs Stargate/Robo units was very strange. But you're right on the assumption of short rallies, which is why 4gate is scary.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Severus_
Profile Blog Joined October 2010
759 Posts
September 08 2011 14:35 GMT
#139
I don't like any of your options both of those will broke the game complety. I think now its balanced if they add battery well expect some warp prism+proxy battery into infinity shield 3gate robo builds lulz.
Icemind
Profile Joined May 2010
Germany570 Posts
September 08 2011 14:38 GMT
#140
I have to agree with you, however i don't know how to easily fix this.
One thing that used to be in the game was that protoss units during warp-in take extra damage, a mechanic that i really rather liked, however at this point now, even if it was reimplemented alongside with a gateway unit buff, it probably wouldnt work out.
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