• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:53
CEST 20:53
KST 03:53
  • 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
[ASL22] Ro8 Preview: In A Tizzy2[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) SC4ALL II: StarCraft 2 Player Announcement 8/8 The Death of Cheese: From a Professional Cheeser Yamato Cup Series StarCraft open world shooter announced at BlizzCon
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Bot on ladder an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/ [ASL22] Ro8 Preview: In A Tizzy BW General Discussion
Tourneys
[BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR [Megathread] Daily Proleagues [ASL22] Ro16 Group D [ASL22] Ro16 Group B
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread All you football fans (soccer)! Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9195 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
Next event in 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 432
ProTech149
BRAT_OK 70
MindelVK 22
StarCraft: Brood War
Shuttle 644
Dewaltoss 170
Mong 48
Trap 46
Snow 46
Hyun 45
ToSsGirL 22
soO 15
scan(afreeca) 7
zelot 6
[ Show more ]
Noble 3
Heroes of the Storm
Liquid`Hasu592
Khaldor351
Other Games
Grubby3320
FrodaN2793
Liquid`RaSZi2350
B2W.Neo716
ArmadaUGS160
TKL 85
CosmosSc2 30
Railgan28
ZombieGrub2
Pyrionflax1
Organizations
Dota 2
PGL Dota 2 - Secondary Stream4616
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 57
• mYiSmile126
• Reevou 6
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki40
• FirePhoenix18
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4566
Other Games
• imaqtpie1027
• Shiphtur292
Upcoming Events
BSL
7m
Ret vs TerrOr
DragOn vs StRyKeR
Replay Cast
5h 7m
Afreeca Starleague
15h 7m
Shine vs Rush
WardiTV Weekly
16h 7m
Monday Night Weeklies
21h 7m
Sparkling Tuna Cup
1d 15h
Afreeca Starleague
1d 15h
Light vs EffOrt
OSC
1d 17h
PiGosaur Cup
2 days
Kung Fu Cup
2 days
[ Show More ]
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
GSL
6 days
Yamato Cup
6 days
Liquipedia Results

Completed

K-JUNGMAN
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.