• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:59
CET 19:59
KST 03:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3
StarCraft 2
General
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach
Tourneys
WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship uThermal 2v2 Circuit
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
I would like to say something about StarCraft BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Awesome Games Done Quick 2026! Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
GOAT of Goats list
BisuDagger
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1030 users

[D] Warpgate idea - Disconnected Pylons - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 All
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
November 23 2012 19:32 GMT
#61
On November 21 2012 12:52 M.R. McThundercrotch wrote:
Show nested quote +
On November 20 2012 21:00 Zihn wrote:
would be simpler to just split pylon fields into 2 fields

power field: blue powers buildings, spread by pylons
warp field: white powers warp ins, spread by active warp gates and warp prisms

proxy pylon into gateway = 250 minerals + 100 sec buildtime
proxy nexus + pylon = 500 minerals + 100 sec buildtime (pylon can build while nexus is building)

it's a little less costly to proxy chese but without the overly complicated disconnected pylon mecanic that OP proposed.


Yeah, this the idea I like, as well.

Alternatively, make Warp Gates spawn units locally, but allow one Warp Gate to spawn units from all the other Warp Gates. So, you have 5 gates in your main, 1 at your natural and 1 at your third and you can spawn 7 Zealots at any one of your bases. The main change here is that Protoss players do not have to look away from their armies to macro.


It is relatively easy to proxy a building (look at proxy rax).

If you do this together with stronger gateway units, you gate has the potential to become very prominent again, and most possibly broken.

On November 22 2012 10:34 pzea469 wrote:
Just make gateways produce as fast as warpgates do currently and make warpgates have a longer cooldown. Units build slower with warpgates but you can warp them in. Switch back to gateways to build units faster but from your base. I think Starbow does that. Would mean that in PvP, the Protoss who is aggressively 4 gating his opponent would have a longer reinforcement cooldown than the Protoss that was defending with gateways. No need to over-complicate things.



When gateways produce as fast as warpgate every Protoss can two gate mass zealot all in every game. (WoL Beta)
Always look on the bright side of life
GARcher
Profile Joined October 2012
Canada294 Posts
November 23 2012 23:05 GMT
#62
On November 24 2012 01:07 TheBloodyDwarf wrote:
Show nested quote +
On November 24 2012 00:56 GARcher wrote:
On November 23 2012 05:16 TheBloodyDwarf wrote:
On November 22 2012 10:43 GARcher wrote:
On November 22 2012 10:34 pzea469 wrote:
Just make gateways produce as fast as warpgates do currently and make warpgates have a longer cooldown. Units build slower with warpgates but you can warp them in. Switch back to gateways to build units faster but from your base. I think Starbow does that. Would mean that in PvP, the Protoss who is aggressively 4 gating his opponent would have a longer reinforcement cooldown than the Protoss that was defending with gateways. No need to over-complicate things.


Still doesn't solve the problem of max army situations where protoss has another 2 x #of warpgates supply of units ready to be instantly warped in. The warpgate is a broken mechanic to begin with tbh.


But protoss have 150-160 army supply vs 190 army supply. Even now TvP +30mins is heavily terran favored (70% winratio) and removing warp gate would just make situation much worse. If warp gate removes, you must remove mules, nerf larva alot ja nerf somekindly terran army.


Got sources to back that up?
Because good players will never let a game go past 30 minutes. The statistics could actually be from bronze leagues where no one knows what they are doing.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=351786

Master/GM: 69% TvP


#1. The statistics are half a year old and is only a part of the EU and NA servers.

#2. Only 1.68% of games reach past 30 minutes. Do you think it is logical to balance according to these statistics?

#3. 4% of the data is provided from the OP's own games

#4. Doesn't record games from across the ladder. Only from the people who actually use this tool.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Fenris420
Profile Joined November 2011
Sweden213 Posts
November 24 2012 00:17 GMT
#63
On November 24 2012 08:05 GARcher wrote:
Show nested quote +
On November 24 2012 01:07 TheBloodyDwarf wrote:
On November 24 2012 00:56 GARcher wrote:
On November 23 2012 05:16 TheBloodyDwarf wrote:
On November 22 2012 10:43 GARcher wrote:
On November 22 2012 10:34 pzea469 wrote:
Just make gateways produce as fast as warpgates do currently and make warpgates have a longer cooldown. Units build slower with warpgates but you can warp them in. Switch back to gateways to build units faster but from your base. I think Starbow does that. Would mean that in PvP, the Protoss who is aggressively 4 gating his opponent would have a longer reinforcement cooldown than the Protoss that was defending with gateways. No need to over-complicate things.


Still doesn't solve the problem of max army situations where protoss has another 2 x #of warpgates supply of units ready to be instantly warped in. The warpgate is a broken mechanic to begin with tbh.


But protoss have 150-160 army supply vs 190 army supply. Even now TvP +30mins is heavily terran favored (70% winratio) and removing warp gate would just make situation much worse. If warp gate removes, you must remove mules, nerf larva alot ja nerf somekindly terran army.


Got sources to back that up?
Because good players will never let a game go past 30 minutes. The statistics could actually be from bronze leagues where no one knows what they are doing.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=351786

Master/GM: 69% TvP


#1. The statistics are half a year old and is only a part of the EU and NA servers.

#2. Only 1.68% of games reach past 30 minutes. Do you think it is logical to balance according to these statistics?

#3. 4% of the data is provided from the OP's own games

#4. Doesn't record games from across the ladder. Only from the people who actually use this tool.


I don't see how his argument is in any way invalidated by his source any more than yours would be, considering you have no source. The thread in question was critisised heavily by some people because of the method in which the average MMR was calculated, but I don't know enough about statistics to judge whether it was fair critisism or not.

It is however true, that without a source, your claims about warpgate is equally speculative at best.

The point I am trying to make is that without a very good way to analyse both player MMR -and- replays from the games in question, it is very hard to make a conclusion of how warpgates can or should implicate the game. Just like larvae and swappable addons, it is the race specific reinforcement.

Having said that, I agree with you on a philosophical level. It makes no sense for a system to be in place that rewards players to stockpile money and gateways once maxed. Just as little as it makes sense to sack workers for terran or supply cheat as zerg. The underlying problem there is that there is not enough incentive to be agressive for either race so that the supply cap is not reached or at least maintained.

Mostly there are abilities like fungals, stim and vortex to blame for this. I would add force fields, but they are much less common in the late game. Without being able to "hit and run" you are better off hoarding in your base, and that is when this problem arises.

As for the topic, I think warp gates should be redesigned, no matter how much that upsets game balance. Personally I would like to see the warp prism and MSC as the only points of warp in for protoss and a limiter for how many gates each of those units can warp from. Then make warpin something that happens in parallell with regular gateway production but at a much slower pace than currently and get rid of warp gate research altogether. Possibly make MSC slightly harder to obtain than currently. Maybe let it build from forge or something to prevent ultra cheesy warp rushes.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2012-11-24 03:20:20
November 24 2012 03:15 GMT
#64
I have a better idea. Make warpgate a pylon / warp-prism thing where basically you research the spell, and then you can warp units into play equal to amount of pylons you have around the map. By doing it like this you have a firm separation between gateways and warped units. This to allow for them to act as reinforcements to a push as they do now, but it`d be a novel idea and easily limited through either increased unit costs or higher cooldown.

The problem with putting limits on warpgate right now is that gateways are your only unit producing facilities and as such protoss relies on them. By moving "warpgate" to pylons you could both limit and increase its impact while having stronger tier 1 toss units.
"Mudkip"
Prev 1 2 3 4 All
Please log in or register to reply.
Live Events Refresh
OSC
14:00
Season 13 World Championship
GgMaChine vs MixuLIVE!
WardiTV1048
IndyStarCraft 216
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 216
JuggernautJason93
BRAT_OK 82
Railgan 11
StarCraft: Brood War
Britney 27283
Shuttle 666
EffOrt 373
Dewaltoss 143
Rock 49
scan(afreeca) 11
Shine 8
Dota 2
420jenkins780
Counter-Strike
adren_tv93
Heroes of the Storm
Liquid`Hasu454
Other Games
Grubby4149
Liquid`RaSZi2200
FrodaN1634
ceh9677
Mlord541
JimRising 279
DeMusliM274
B2W.Neo252
Fuzer 238
KnowMe105
QueenE71
Organizations
Other Games
gamesdonequick45057
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• naamasc246
• StrangeGG 36
• Adnapsc2 8
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 23
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV648
League of Legends
• Nemesis2758
Other Games
• imaqtpie1662
• Shiphtur277
Upcoming Events
SOOP
1d 9h
SHIN vs GuMiho
Cure vs Creator
The PondCast
1d 15h
Wardi Open
1d 17h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
IPSL
3 days
DragOn vs Sziky
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
4 days
[ Show More ]
WardiTV Invitational
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-06
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
OSC Championship Season 13
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.