Poll: Which would be more appropriate for Protoss macro?
(Vote): Mineral Mechanic
(Vote): Gas Mechanic
Please explain why you think minerals or gas would be a better mechanic.
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Archerofaiur
United States4101 Posts
Poll: Which would be more appropriate for Protoss macro? (Vote): Mineral Mechanic (Vote): Gas Mechanic Please explain why you think minerals or gas would be a better mechanic. | ||
ix
United Kingdom184 Posts
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Archerofaiur
United States4101 Posts
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HiOT
Sweden1000 Posts
(Vote): Gas Mechanic (Vote): Both | ||
Archerofaiur
United States4101 Posts
There were a bunch of different options I could have put. Everyone has their own unique solution but I really just wanted this specific question answered. Feel free to pick which one you think is the best answer (or not vote if you cant) and then explain what you think and why. Im really trying to get a sense of whether people think minerals or gas have a higher affinity for Protoss. | ||
DeCoup
Australia1933 Posts
On December 04 2009 02:33 ix wrote: Where's the poll option for remove all artificial macro mechanics? It's in the SC1 thread. | ||
SWPIGWANG
Canada482 Posts
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Deviation
United States134 Posts
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Archerofaiur
United States4101 Posts
On December 04 2009 13:26 SWPIGWANG wrote: Gas or mineral? What a TERRIBLE frame of mind. With that kind of thinking (a mechanic must involve resources and likely in the sense if increasing it) the possibilities are closed. Omg calm down. I just explained it two times. I want to know which of the two resources (if any) has a higher affinity to protoss. | ||
ComradeDover
Bulgaria758 Posts
Ideally, I'd like to see something involving neither. Blizzard has creative people -- much more creative than I. They'll come up with something good. | ||
starfries
Canada3508 Posts
On December 01 2009 10:21 sob3k wrote: Hey, you know what would be really cool? Instead of a macro ability that increases your own gather rate, why not have one that negatively impacts your opponent?. Like a reverse proton charge, or a big cork that goes into their gas, or manner pylons that drop from the sky. That would be awesome! Not to mention so much more fun to use that some dumb worker buff. dude, manner pylons that drop from the sky! WHO'S WITH ME! haha that sounds brilliant. Protoss should just get a new unit solely devoted to interrupting the opponent's macro - the Dark Probe. Extra fast, and with special abilites: can mind control enemy gas buildings, warp in cloaked pylons and cannons, force terran buildings to lift off, and burrow to block hatcheries. <_< | ||
CauthonLuck
United States93 Posts
On December 04 2009 16:51 starfries wrote: Show nested quote + On December 01 2009 10:21 sob3k wrote: Hey, you know what would be really cool? Instead of a macro ability that increases your own gather rate, why not have one that negatively impacts your opponent?. Like a reverse proton charge, or a big cork that goes into their gas, or manner pylons that drop from the sky. That would be awesome! Not to mention so much more fun to use that some dumb worker buff. dude, manner pylons that drop from the sky! WHO'S WITH ME! haha that sounds brilliant. Protoss should just get a new unit solely devoted to interrupting the opponent's macro - the Dark Probe. Extra fast, and with special abilites: can mind control enemy gas buildings, warp in cloaked pylons and cannons, force terran buildings to lift off, and burrow to block hatcheries. <_< What would protoss be without the threat of gas steal! Now that it's impact is severely reduced with 2 starting geysers, why not have a macro mechanic that does it from the safety of your own base? Gas Steal! Now without the annoyance of running a probe all the way into your opponent's main base, temporarily shut down enemy geysers with your manner obelisk - only 50 energy! | ||
Archerofaiur
United States4101 Posts
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DanceDance
226 Posts
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Archerofaiur
United States4101 Posts
On December 07 2009 11:56 DanceDance wrote: Make Protoss unique in that they require more gas and less minerals, giving them a gas mechanic to work with. That could be interesting. Give them a very different resource system with an emphasis on more gas and a way to get that gas. Care to up your guess with any specifics? | ||
BeastofManjura
United States30 Posts
My bet is that the new protoss mechanic will be neither gas/ nor mineral orintated... it will be Nexus oreintated... My fake nexus example that could do 3 things ... just for laughs and giggles 1.Cloak nearby units.. including probes for a limited time (about 10 seconds max/ 50 energy) 2. Increase the speed of units nearby. (same cost,range and radius , and duration of the old proton charge except it affect their acceleration and max speed. Not their mining rate.) Thus making it easier for the nexus to be saturated with less probes. or 3. Drain... Drains all the Nexus shields and current energy to instantly kill 1 unit on the map. (loong cooldown though like 4 minutes.) Of course I went out of hand with some of my Nexus ideas, but the theroy of the Nexus being the new macro mechanic is what I think will happen. | ||
Khalleb
Canada1909 Posts
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Archerofaiur
United States4101 Posts
On December 08 2009 01:51 BeastofManjura wrote: I really think if any of the races should get a gas mechanic it should be zerg... they were the real gas users of SC1. When I think protoss I think high powered/ high mineraled units. (Excluding the scout from sc1) My bet is that the new protoss mechanic will be neither gas/ nor mineral orintated... it will be Nexus oreintated... My fake nexus example that could do 3 things ... just for laughs and giggles 1.Cloak nearby units.. including probes for a limited time (about 10 seconds max/ 50 energy) 2. Increase the speed of units nearby. (same cost,range and radius , and duration of the old proton charge except it affect their acceleration and max speed. Not their mining rate.) Thus making it easier for the nexus to be saturated with less probes. or 3. Drain... Drains all the Nexus shields and current energy to instantly kill 1 unit on the map. (loong cooldown though like 4 minutes.) Of course I went out of hand with some of my Nexus ideas, but the theroy of the Nexus being the new macro mechanic is what I think will happen. Can you explain how that would foster a macro playstyle as opposed to a micro playstyle. Seems to me like there is very little emphasis on unit production and resource gathering. | ||
Knee_of_Justice
United States388 Posts
At the cost of 1-2(up to balance) shield points per second, the toss could make a temporary pylon field around their nexus that doubles as a mining buff to probes. You could sacrifice nex shields early game to get a gate out more quickly or use it at expos to save money. Maybe give a passive production or shield regen boost to buildings within range of this field, or units warped to this field cost 10-15% less resources or something instead. Think about it though: apart from GPlay reasons, why would the toss main building NOT have a power radius? I still think that macro mechanics should Cost resources to use instead of just energy so you take an economic hit before your economy starts to grow. Pay now, benefit later worked in SC in the form of fast expos, probe production and upgrades. I don't see why they don't mak the macro mechanics along those basic lines instead of the "something for nothing" deal we are getting now. Resources+energy+competing abilities = more minerals in the long run at a short term cost AND a strategic decision, which is lacking so far I feel. A toss gas mechanic would be interesting. I actually think all races should have some sort of gas boost because otherwise the gas:minerals ratio might become unbalanced as some report it already is (though gas supposedly mines at an equal rate to SC, the macro mechanic's increase in minerals makes the gas feel disproportionate). | ||
agorist
United States115 Posts
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