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Added some polls to gauge the interest in some of the recurring ideas that come up in the discussion a lot. Note that most of these suggestions do not alter the functionality of Warpgate. They may offer a good and easy to implement solution to solve the "problems" revolving WG and the MsC role/fix, the relative strength of gateway units combined with WG functionality, or at least get us a step closer to figuring something out that works for the majority. The goal is that it improves the enjoyability, spectator quality and depth of the game while keeping it simple. To make LotV the best it can be.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- General Poll: WG should be changed to improve gameplay
Specific change suggestions from the discussion in the thread: 1) Delaying access to WG tech to the Mid or Late Game 2) Energy units (High Templar, Sentry) can only be built via Gateway mode 3) Units warp in without shields or energy, but spawn from Gateway mode with shields and energy 4) WG upgrade also speeds up Gateway production times 5) Longer WG cooldown when warping to pylons instead of Prism/Nexus 6) Improve Tier 2 unit strength and cost/functionality instead (Robo/SG)
General Poll: In the context of how the Mothership Core and its abilities interact with the Warp Gate functionality, Protoss basic unit strength and army mobility (esp when defending bases).
Poll: WG should be changed to improve gameplayI agree (63) 81% Disagree (10) 13% Partially Agree (4) 5% Partially Disagree (1) 1% Neutral (0) 0% 78 total votes Your vote: WG should be changed to improve gameplay (Vote): I agree (Vote): Partially Agree (Vote): Neutral (Vote): Partially Disagree (Vote): Disagree
WG specific suggestion polls from the discussion to gauge what direction could be a good place to start testing from:
Poll: Delaying access to WG tech to the Mid or Late GamePartially agree. It can be part of a solution if combined with other changes (25) 42% I agree. This should be tested in the Beta! (17) 29% Disagree. This change is bad or does not target the right place or problem (14) 24% Partially disagree. There must be a better solution for this problem (2) 3% Neutral. The change brings as many problems as it solves (1) 2% 59 total votes Your vote: Delaying access to WG tech to the Mid or Late Game (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
Poll: Energy units (High Templar, Sentry) can only be built via Gateway modeDisagree. This change is bad or does not target the right place or problem (31) 56% Partially agree. It can be part of a solution if combined with other changes (10) 18% I agree. This should be tested in the Beta! (7) 13% Partially disagree. There must be a better solution for this problem (6) 11% Neutral. The change brings as many problems as it solves (1) 2% 55 total votes Your vote: Energy units (High Templar, Sentry) can only be built via Gateway mode (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
Poll: Only Gateway units start w shield & energyDisagree. This change is bad or does not target the right place or problem (35) 70% I agree. This should be tested in the Beta! (8) 16% Partially disagree. There must be a better solution for this problem (4) 8% Partially agree. It can be part of a solution if combined with other changes (2) 4% Neutral. The change brings as many problems as it solves (1) 2% 50 total votes Your vote: Only Gateway units start w shield & energy (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
Poll: WG upgrade also speeds up Gateway production timesNeutral. The change brings as many problems as it solves (15) 33% Partially agree. It can be part of a solution if combined with other changes (12) 26% Disagree. This change is bad or does not target the right place or problem (12) 26% I agree. This should be tested in the Beta! (4) 9% Partially disagree. There must be a better solution for this problem (3) 7% 46 total votes Your vote: WG upgrade also speeds up Gateway production times (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
Poll: Longer WG cooldown when warping to pylons instead of Prism/NexusDisagree. This change is bad or does not target the right place or problem (22) 48% I agree. This should be tested in the Beta! (13) 28% Partially agree. It can be part of a solution if combined with other changes (6) 13% Partially disagree. There must be a better solution for this problem (4) 9% Neutral. The change brings as many problems as it solves (1) 2% 46 total votes Your vote: Longer WG cooldown when warping to pylons instead of Prism/Nexus (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
Poll: Improve Tier 2 unit strength and cost/functionality instead (Robo/SG)Disagree. This change is bad or does not target the right place or problem (35) 81% Neutral. The change brings as many problems as it solves (3) 7% Partially disagree. There must be a better solution for this problem (3) 7% I agree. This should be tested in the Beta! (1) 2% Partially agree. It can be part of a solution if combined with other changes (1) 2% 43 total votes Your vote: Improve Tier 2 unit strength and cost/functionality instead (Robo/SG) (Vote): I agree. This should be tested in the Beta! (Vote): Partially agree. It can be part of a solution if combined with other changes (Vote): Neutral. The change brings as many problems as it solves (Vote): Partially disagree. There must be a better solution for this problem (Vote): Disagree. This change is bad or does not target the right place or problem
As always around the time of an expansion, the dynamics of the Gateway/Warpgate relationship and since HotS also the role of the MsC are being discussed. I will get to the point right away.
The way I see it the following discussions take place all the time and the following problems are revealed:
1) There is no conscious choice to be made between the Gateway and Warpgate. The answer is always: Warpgate is better. Whether it be the frontloaded extra production cycle upon transforming, the build times or the potential of warping in units everywhere as long as a pylon is present. Gateway cannot compete.
2) The strategic choice and risk concerning warp ins is very limiting. It eliminates having to think about army movement and positioning as much in favor of just warping in units at the right place, at the right time provided a pylon can be placed or a warp prism moved to the spot. By this I mean mostly travel time of reinforcements and their vulnerabilities, and leaving forces behind to defend: the strategic thought has less variables to it. One of the biggest complaints is the ability to do a sort of remax directly on top of the battlefield location. This takes away from defenders advantage (reinforcement travel time difference) and eliminates options like intercepting reinforcements strategically or having a more balanced battle flow.
3) The problem of Protoss: defending bases and mobility. The Mothership Core was created to solve this problem by allowing Protoss units to be recalled to a base, next to having a Photon Overcharge option to increase the defenders advantage. Not the most elegant solution, as we can now see that everything Protoss is being designed around the functionality of the MsC as is happening in the LotV Beta. The most recent proposed change: 50 energy Recall.
Goal to achieve with the proposed changes: To make Warpgate a more impactful, strategical choice that has an effect on your play throughout the game and to reduce the dependance on the Mothership Core. It has to be linked more closely with the economy of Protoss, and subsequent balancing of production versus tech versus defensive and offensive warp capabilities. In short, to make it more of an interaction with consequences and strategic depth.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- An improved iteration of my suggestion after a first wave of discussion and feedback can be found when clicking the spoiler below:
+ Show Spoiler +After many arguments as to why offensive warp-ins should still be part of the game, even crucial to the identity of the game, I made the following suggestion on my own idea:
The 240 second cooldown per Warpgate is not only for recall, but also for offensive warp-ins. The cooldown will be shared and you have to choose whether you will Recall forces, or warp-in offensively. The Warpgate allows you to warp in the amount of units equal to the amount of Gateways + Warpgates you have, and trigger the normal build time cooldowns on these structures. This makes it more of a strategic choice and the cost for transforming a Gateway into a Warpgate can be balanced accordingly. Keep in mind the cost I mentioned is a placeholder value (150/150).
Example:
You have 6 Gateways and invested into 2 Warpgates next to that, in total that's 8 Tier 1 producing structures. *This means you have 2x Recall / Offensive Warp in available on two seperate 240 second cooldowns *This means you can warp in 6 Tier 1 units at once for the cooldown, and trigger normal build time cooldowns on all gateways + Warpgates. Obviously you cannot warp in while producing units so it requires a bit more pre-emptive planning and good decision-making.
Now for the solution I have been thinking about. It is a combination of ideas inspired by multiple discussions and the recent idea that Liquid`Snute proposed with Mini Recalls on the Nexus. The following synergy of ideas came up..
Changing the Warpgate: *Transforming a Gateway to a Warpgate now costs 150 minerals and 150 gas (Placeholder numbers for now). *The Warpgate still has a normal production cycle and spawns units on location just like the Gateway. *The Warpgate gains an ability: Recall Recall has a cooldown of 240 seconds and affects a slightly smaller area than the current MsC Recall ability. You can only recall units to the proximity of a Nexus. (I decided not to give energy to the Warpgate nor make Recall cost energy)
This additional part was added in after some feedback and discussion in the thread. The 240 second cooldown per Warpgate is not only for recall, but also for offensive warp-ins. The cooldown will be shared and you have to choose whether you will Recall forces, or warp-in offensively. The Warpgate allows you to warp in the amount of units equal to the amount of Gateways + Warpgates you have, and trigger the normal build time cooldowns on these structures. This makes it more of a strategic choice and the cost for transforming a Gateway into a Warpgate can be balanced accordingly. Keep in mind the cost I mentioned is a placeholder value (150/150).
Example:
You have 6 Gateways and invested into 2 Warpgates next to that, in total that's 8 Tier 1 producing structures. *This means you have 2x Recall / Offensive Warp in available on two seperate 240 second cooldowns *This means you can warp in 6 Tier 1 units at once for the cooldown, and trigger normal build time cooldowns on all gateways + Warpgates. Obviously you cannot warp in while producing units so it requires a bit more pre-emptive planning and good decision-making.
How does this idea tackle the problems listed above? Adding a heavy cost to Warpgate makes it a very conscious and weighted choice that cannot be made lightly. The cost prevents it from being spammed in the early game. It is impossible to have 4-5 recalls without heavy repercussions on your production and tech development. The later the game goes the more the incentive grows to invest into a couple of Warpgates to be able to defend better. It makes it a strategic choice: Do I want that upgrade earlier, or do I want to be able to recall twice to defend this multipronged harassment better or to prevent a base race?
This change also eliminates the option to warp in offensively and to bolster the frontline mid battle in order to gain momentum. In short it brings back the defenders advantage and removes the almost non-strategic "choice" of warping in offensively. Protoss units are produced and spawned at the production facility at all times just like other races. They still get to teleport around, especially in the later stages of the game in order to compensate for mobility, but it will only be defensive.
Obviously the role of the MsC would be heavily impacted by this change, much to the point that it becomes the question if it should even remain in the game. And if so, in what fashion? No more Recall but still a nerfed version of Photon Overcharge while keeping Time Warp? A complete removal of the so called "bandaid fix unit"? That is something that should be discussed heavily.
Are there further problems or tweaks that need to be made based on this change? One of the current problems is the relative strength of gateway units compared to lower tier units of the different races, especially during later stages of the game. The speed change to the Zealot as suggested by Blizzard, combined with the suggestion of the 60 shield Zealot in a post here on the Team Liquid forums would be a start in increasing the viability of such units (Gateway units) later in the game. It would justify the cost of Warp Gates more. Of course the Adept needs to be balanced out as well but I am quite confident in its development stages going the right way.
Another problem may be the late game stacking of Warp Gates (being able to afford 10 Warp Gates in the late game). While it would give the Protoss an incredible defensive mobility, it would also cost a lot of resources which in itself should be a weakness to army strength or tech or late game unit production structures. There is an argument to be made for exploiting windows in which Protoss chooses to invest into this over other things. In the most severe case the cost can either be balanced to make it near impossible to reach a ridiculous amount of Warp Gates without being so far ahead that you should win by default. Otherwise an artificial cap could be looked into, maybe 4 Warpgate maximum I don't know.
Concluding words I do not want to add in every thought I have regarding this suggestion, otherwise the post will become too long and my point will get lost among the sea of words. I would love to have a good, open discussion and am eagerly awaiting feedback on this synergy of ideas.
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Russian Federation93 Posts
Protoss gateway units are the weakest tier 1-2 units in the game in the open areas. Deleting the ability to warp them into the battlefield directly will literally kill any early aggression from protoss. That will make it "never attack" race which is very boring design.
It will also transform warp prism to just a shuttle which will never be used in Starcraft 2 game.
Results: Protoss can't attack anymore. Protoss can't harass anymore. Protoss can't win anymore.
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If you're going to propose a massive nerf to protoss, you need to give them a massive buff somewhere else. I'll take your cost prohibitive warpgates in exchange for gateway units that don't melt to bio balls.
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On May 12 2015 18:34 sh1RoKen wrote: Protoss gateway units are the weakest tier 1-2 units in the game in the open areas. Deleting the ability to warp them into the battlefield directly will literally kill any early aggression from protoss. That will make it "never attack" race which is very boring design.
It will also transform warp prism to just a shuttle which will never be used in Starcraft 2 game.
Results: Protoss can't attack anymore. Protoss can't harass anymore. Protoss can't win anymore. it obviously have to be balanced after the change <.<
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I assume gateway units would have hp/shields buffed and maybe other things as well.
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On May 12 2015 18:34 sh1RoKen wrote: Protoss gateway units are the weakest tier 1-2 units in the game in the open areas. Deleting the ability to warp them into the battlefield directly will literally kill any early aggression from protoss. That will make it "never attack" race which is very boring design.
It will also transform warp prism to just a shuttle which will never be used in Starcraft 2 game.
Results: Protoss can't attack anymore. Protoss can't harass anymore. Protoss can't win anymore.
Like I mentioned in my post, there would need to be a relative increase in strength of gateway units and staying power later in the game in order for Protoss to not be dependant on what they have now. This is pretty much the main conclusion the majority of forum posters here on Team Liquid tend to arrive at every single time when discussing the problems of Protoss design. And from what I am seeing now, Blizzard may just be open for that as they are currently working on the adept (to increase gateway unit strength) and on Zealot buffs.
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Russian Federation93 Posts
On May 12 2015 18:48 Masayume wrote:Show nested quote +On May 12 2015 18:34 sh1RoKen wrote: Protoss gateway units are the weakest tier 1-2 units in the game in the open areas. Deleting the ability to warp them into the battlefield directly will literally kill any early aggression from protoss. That will make it "never attack" race which is very boring design.
It will also transform warp prism to just a shuttle which will never be used in Starcraft 2 game.
Results: Protoss can't attack anymore. Protoss can't harass anymore. Protoss can't win anymore. Like I mentioned in my post, there would need to be a relative increase in strength of gateway units and staying power later in the game in order for Protoss to not be dependant on what they have now. This is pretty much the main conclusion the majority of forum posters here on Team Liquid tend to arrive at every single time when discussing the problems of Protoss design. And from what I am seeing now, Blizzard may just be open for that as they are currently working on the adept (to increase gateway unit strength) and on Zealot buffs.
It will make protoss a mech terran with different unit models. Right now protoss design is based on a tight aggressive style which includes strong highground defence, strong all-in attacks to an unprepared opponents with possible recall->transition afterwards (if the solid damage was done), warp prism harass and close contact aggressive play based on position advantage of your army. Its somewhere between landzerg frontal attack and bio terran sucker punch multitasking.
Making it more defence-based, harassless and stronger in direct fight will eliminate all the options but 3-4 base deathball plays. It is a very bad design and no one will like it.
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I think it would be better if one unit could only be built from the gateway, like the adept/immortal.
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I also hate early warpgate for 5 years... I am fine if it is possible after 10min ingame. It is just a horrible design and gameflow in the first 10min. Put the warpgate reseach to robotics council or templar archives, everything else is too early imo.
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Russian Federation93 Posts
On May 12 2015 19:36 Dingodile wrote: I also hate early warpgate for 5 years... I am fine if it is possible after 10min ingame. It is just a horrible design and gameflow in the first 10min. Put the warpgate reseach to robotics council or templar archives, everything else is too early imo.
What can you purpose but early warpgates to counter 4 bases before pool play in PvZ? Every race must have a strong early game attack to prevent your opponent from being too greedy. In current design its not possible without a warp. You have to make zealots and stalkers twice stronger and faster to compensate warp elimination but it will totally break the game.
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On May 12 2015 19:14 sh1RoKen wrote:Show nested quote +On May 12 2015 18:48 Masayume wrote:On May 12 2015 18:34 sh1RoKen wrote: Protoss gateway units are the weakest tier 1-2 units in the game in the open areas. Deleting the ability to warp them into the battlefield directly will literally kill any early aggression from protoss. That will make it "never attack" race which is very boring design.
It will also transform warp prism to just a shuttle which will never be used in Starcraft 2 game.
Results: Protoss can't attack anymore. Protoss can't harass anymore. Protoss can't win anymore. Like I mentioned in my post, there would need to be a relative increase in strength of gateway units and staying power later in the game in order for Protoss to not be dependant on what they have now. This is pretty much the main conclusion the majority of forum posters here on Team Liquid tend to arrive at every single time when discussing the problems of Protoss design. And from what I am seeing now, Blizzard may just be open for that as they are currently working on the adept (to increase gateway unit strength) and on Zealot buffs. It will make protoss a mech terran with different unit models. Right now protoss design is based on a tight aggressive style which includes strong highground defence, strong all-in attacks to an unprepared opponents with possible recall->transition afterwards (if the solid damage was done), warp prism harass and close contact aggressive play based on position advantage of your army. Its somewhere between landzerg frontal attack and bio terran sucker punch multitasking. Making it more defence-based, harassless and stronger in direct fight will eliminate all the options but 3-4 base deathball plays. It is a very bad design and no one will like it.
I think what most people want out of protoss, at least on TL, is:
-Nerf to gateways or, more specifically, protoss all-ins -With all-ins nerfed, gateway units can become stronger in straight-up fights -Now that gateway units are stronger, high-tier tech can be weakened (collossi removed, HT have delay on storms or something) or put into more of a supporting role. Also, force fields can be nerfed or removed.
The idea is to have an economy set up which heavily encourages small amounts of aggression, with heavy defenders advantage so that big maxed-out fights don't work. This is either the current LotV model with many bases around the map so it's easier to harass and lower risk, or the DH model where a player who doesn't harass ends up with a huge econ disadvantage as his opponent takes many bases.
TvZ is kind of the idea matchup in this regard. There are relatively few 1 or 2 base all-ins, plenty of action all around the map, one single engagement rarely decides the entire game. Ideally you would try and emulate this overall game flow while still keeping the flavor and interesting unit interactions of each matchup.
On a different note, I personally feel like people underestimate the role of creep spread in this regard. Basically, a terran who does not poke out with their units fairly early on in the game will end up with a huge wave of creep over the map which gives zerg a huge advantage. On the other hand, zerg trades nowhere near as cost-effectively off creep. This encourages constant low-risk pokes by the terran to gain position on the map, while making it so that terran can rarely push far into zerg territory to end the game in one big attack. This doesn't happen in PvZ because there just isn't that large a difference between fighting on and off creep against a protoss player, partially due to forcefield I believe.
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If warpgate were to be removed and the units buffed, people would love it for the first couple days and then move on to complain about how strong gateway units are (dumb strong zealots, no skill a-move crap race) just like it happened in BW and with the Collossus.
I for one like the warpgate tech. It makes the protoss race feel kinda unique even if the core units are weakened to compensate. If i wanted to play BW with SC2 graphics I'd play the Starbow mod.
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> It eliminates having to think about army movement and positioning as much in favor of just warping in units at the right place, at the right time provided a pylon can be placed or a warp prism moved to the spot.
I just stopped here. Sorry.
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Solving the Warpgate: ban T whiners.
Game fixed 
Seriously, I don't think there is much issue with warpgate. We can try to make it different, yes, but nerf it? No way.
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On May 12 2015 20:22 Salteador Neo wrote: If warpgate were to be removed and the units buffed, people would love it for the first couple days and then move on to complain about how strong gateway units are (dumb strong zealots, no skill a-move crap race) just like it happened in BW and with the Collossus.
I for one like the warpgate tech. It makes the protoss race feel kinda unique even if the core units are weakened to compensate. If i wanted to play BW with SC2 graphics I'd play the Starbow mod.
Funny you mention Starbow. In Starbow the warp-gate is on templar tech. Each unit warped in have 10 sec longer cooldown compared to build-time from gateway and the warp-in itself is about 8 seconds. That's one way to make it a choice and not something to get asap.
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It is good to see this kind of feedback. I can see a clear divide between the additional gameplay options and role of Warpgate versus the pros and cons of a Protoss race without it.
Perhaps Warpgate could be further down the line with a cost attched to it, or with a slightly longer cooldown at first versus the standard cooldown later in the game via an upgrade that would be available around the time most 2 base all-ins normally hit.
Mid game type buffs to the gateway units being better like the Adept upgrade, something next to Blink for Stalkers and perhaps something extra for zealots could also make it so Gateway based armies can keep up later on but it requires as much of an investment than teching for other tiers of units. The only scary part is then being able to warp in even stronger units in the late game at the battlefield. This would also still require the MsC to be weaker since stronger base units with Recall might be a bit much.
In the end it may also be nice to keep the cooldown and current design I proposed for the Warpgate, with the cooldown also being for offensive warp ins, limited to the amount of gateways + warpgates you have. For example having 7 gateways and 1 Warpgate would mean you can warp in 8 units once every 240 seconds, or recall them once every 240 seconds.
Really good discussion points so far!
*Added the following to the main post after considering the feedback and discussion:
The 240 second cooldown per Warpgate is not only for recall, but also for offensive warp-ins. The cooldown will be shared and you have to choose whether you will Recall forces, or warp-in offensively. The Warpgate allows you to warp in the amount of units equal to the amount of Gateways + Warpgates you have, and trigger the normal build time cooldowns on these structures. This makes it more of a strategic choice and the cost for transforming a Gateway into a Warpgate can be balanced accordingly. Keep in mind the cost I mentioned is a placeholder value (150/150).
Example:
You have 6 Gateways and invested into 2 Warpgates next to that, in total that's 8 Tier 1 producing structures. *This means you have 2x Recall / Offensive Warp in available on two seperate 240 second cooldowns *This means you can warp in 6 Tier 1 units at once for the cooldown, and trigger normal build time cooldowns on all gateways + Warpgates. Obviously you cannot warp in while producing units so it requires a bit more pre-emptive planning and good decision-making.
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On May 12 2015 22:01 Xiphias wrote:Show nested quote +On May 12 2015 20:22 Salteador Neo wrote: If warpgate were to be removed and the units buffed, people would love it for the first couple days and then move on to complain about how strong gateway units are (dumb strong zealots, no skill a-move crap race) just like it happened in BW and with the Collossus.
I for one like the warpgate tech. It makes the protoss race feel kinda unique even if the core units are weakened to compensate. If i wanted to play BW with SC2 graphics I'd play the Starbow mod. Funny you mention Starbow. In Starbow the warp-gate is on templar tech. Each unit warped in have 10 sec longer cooldown compared to build-time from gateway and the warp-in itself is about 8 seconds. That's one way to make it a choice and not something to get asap. Changing the cooldown on Warpgates is such a no-brainer I'm baffled why they didn't just change that. It's ridiculous how the cooldown for Warpgates is 10 seconds shorter than Gateways' production time (or 5 seconds for Sentries).
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On May 12 2015 22:25 Roadog wrote:Show nested quote +On May 12 2015 22:01 Xiphias wrote:On May 12 2015 20:22 Salteador Neo wrote: If warpgate were to be removed and the units buffed, people would love it for the first couple days and then move on to complain about how strong gateway units are (dumb strong zealots, no skill a-move crap race) just like it happened in BW and with the Collossus.
I for one like the warpgate tech. It makes the protoss race feel kinda unique even if the core units are weakened to compensate. If i wanted to play BW with SC2 graphics I'd play the Starbow mod. Funny you mention Starbow. In Starbow the warp-gate is on templar tech. Each unit warped in have 10 sec longer cooldown compared to build-time from gateway and the warp-in itself is about 8 seconds. That's one way to make it a choice and not something to get asap. Changing the cooldown on Warpgates is such a no-brainer I'm baffled why they didn't just change that. It's ridiculous how the cooldown for Warpgates is 10 seconds shorter than Gateways' production time (or 5 seconds for Sentries).
Well, it's easy to understand that gateways cooldown is longer to nerf proxy gate. But then after the very first minutes of the game it is just too long. This is why warpgate is actually a research that costs money and takes time :o.
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On May 12 2015 23:55 SChlafmann wrote:Show nested quote +On May 12 2015 22:25 Roadog wrote:On May 12 2015 22:01 Xiphias wrote:On May 12 2015 20:22 Salteador Neo wrote: If warpgate were to be removed and the units buffed, people would love it for the first couple days and then move on to complain about how strong gateway units are (dumb strong zealots, no skill a-move crap race) just like it happened in BW and with the Collossus.
I for one like the warpgate tech. It makes the protoss race feel kinda unique even if the core units are weakened to compensate. If i wanted to play BW with SC2 graphics I'd play the Starbow mod. Funny you mention Starbow. In Starbow the warp-gate is on templar tech. Each unit warped in have 10 sec longer cooldown compared to build-time from gateway and the warp-in itself is about 8 seconds. That's one way to make it a choice and not something to get asap. Changing the cooldown on Warpgates is such a no-brainer I'm baffled why they didn't just change that. It's ridiculous how the cooldown for Warpgates is 10 seconds shorter than Gateways' production time (or 5 seconds for Sentries). Well, it's easy to understand that gateways cooldown is longer to nerf proxy gate. But then after the very first minutes of the game it is just too long. This is why warpgate is actually a research that costs money and takes time :o.
Wait you mean there is a logical answer to this? 
Nerf warpgate is so 5 years ago. The game is fine with it. If you're dying to warpgate allins, scout better. If you think there should be a choice between Warpgate and regular Gateway, then you're overthinking it. You should spend some time thinking about whether an Orbital Command should produce SCVs slower than a naked CC or if a PF should only be able to have minerals delivered to it (and not gas). Because that's basically the same faulty logic.
Thinking there should be a choice is one thing but stating it as fact is another. I built a cybernetics core, paid my 50/50 and researched Warpgate tech... I feel like I've earned the right to use Warpgates. The same way that you research consussive shells and JUST HAVE CONCUSSIVE SHELLS from that point forward. Nobody asks you to have to pick what kind of shot you want to shoot each time a Marauder fires.
Let me remind everyone that units being warped in DO take a few seconds to warp in during which they can be attacked. This is in comparison to units that pop out of a Gateway ready to fight immediately at full health.
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I always thought the best solution would be moving Warp-gate to twilight tech then lowering unit production times on the gateway to sync them up more with T and Z production times personally. Then put Blink or Zealot charge (or change charge into a speed upgrade a la Brood War) on Cyber Core so that P still have the ability to be relatively mobile early on.
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