• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:01
CEST 18:01
KST 01:01
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League31Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War1275.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
Server Blocker No more sc2 streamers on team liquid? SCII needs to put more weight on strategy and tact Terran AddOns placement How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
Hands of Pluto Mineral gathering rate (boosted) for each patch Practice Partners (Official) Rollback Netcode in Brood War [Megathread] Daily Funny Videos
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League 2v2v2v2 Tournament Small VOD Thread 2.0
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread The Chess Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
ShieldBattery on Mac
Kraekkling
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9963 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
IPSL
01:00
Quali #3
Liquipedia
OSC
22:00
King of the Hill #265
EmpressLilyy76
Liquipedia
AI Arena Tournament
01:00
Swiss - Round 6
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 555
Harstem 265
ProTech101
StarCraft: Brood War
Britney 27993
Calm 4316
Horang2 1003
Mini 796
EffOrt 706
Soma 693
Soulkey 689
Stork 384
BeSt 337
firebathero 297
[ Show more ]
actioN 224
ggaemo 185
Snow 148
Hyuk 142
Zeus 120
Dewaltoss 105
Sharp 80
Killer 66
Shinee 65
Barracks 64
Free 62
Creator 56
910 55
hero 50
Sexy 38
Bishop 37
Hyun 36
PianO 34
Hm[arnc] 29
Trap 28
ToSsGirL 25
Sacsri 24
Terrorterran 22
Rock 15
yabsab 12
sorry 10
Dota 2
Gorgc8300
Dendi1475
syndereN412
420jenkins294
Counter-Strike
fl0m3006
Heroes of the Storm
MindelVK11
Other Games
singsing2262
B2W.Neo1006
Khaldor670
Beastyqt606
Liquid`Hasu283
XaKoH 263
Hui .204
crisheroes174
KnowMe155
UpATreeSC37
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 55
• Adnapsc2 13
• Reevou 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV720
League of Legends
• Nemesis2337
• Jankos1521
Other Games
• Shiphtur400
Upcoming Events
BSL Open Qualifier
2h 59m
WardiTV Weekly
18h 59m
IntoTheTV X SOOP
1d 18h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
FEL
5 days
FEL
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
Copium Cup

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
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
eXTREMESLAND 2026
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
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.