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Blizzard is experimenting with new Protoss Macro! - Page 7

Forum Index > SC2 General
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Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-03 15:44:27
December 03 2009 15:20 GMT
#121
[image loading]

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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ix
Profile Joined July 2003
United Kingdom184 Posts
December 03 2009 17:33 GMT
#122
Where's the poll option for remove all artificial macro mechanics?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-03 20:53:51
December 03 2009 17:37 GMT
#123
The poll was which of the two would be more appropriate. If niether of the two chooses represents your oppinion feel free to post your specific thoughts.


http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
December 03 2009 18:11 GMT
#124
(Vote): Mineral Mechanic
(Vote): Gas Mechanic
(Vote): Both
Officially the founder of Team Property (:
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-03 21:24:30
December 03 2009 20:54 GMT
#125
@Lobbo
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 03 2009 23:09 GMT
#126
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 04 2009 04:26 GMT
#127
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.
Deviation
Profile Joined November 2009
United States134 Posts
December 04 2009 06:10 GMT
#128
Maybe it will have something to do with the Protoss psi-matrix. Warp in already uses it to some extent.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-04 06:20:50
December 04 2009 06:20 GMT
#129
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
December 04 2009 06:20 GMT
#130
It's impossible to say which would be more likely without knowing more about the game. If it was SC1, I'd say gas. But it isn't SC1.

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.
Bring back 2v2s!
starfries
Profile Blog Joined July 2009
Canada3508 Posts
December 04 2009 07:51 GMT
#131
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. <_<
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
CauthonLuck
Profile Joined July 2009
United States93 Posts
December 04 2009 08:26 GMT
#132
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
Profile Joined August 2008
United States4101 Posts
December 07 2009 00:42 GMT
#133
Im still taking bets for what the new Protoss Mechanic is going to look like. Winner gets a prize related to my upcoming project...
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DanceDance
Profile Joined November 2008
226 Posts
December 07 2009 02:56 GMT
#134
Make Protoss unique in that they require more gas and less minerals, giving them a gas mechanic to work with.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 07 2009 04:22 GMT
#135
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?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
BeastofManjura
Profile Joined September 2009
United States30 Posts
December 07 2009 16:51 GMT
#136
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.
yeaa
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
December 07 2009 17:00 GMT
#137
prob will bring less mineral and more prob than terran and zerg
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 07 2009 17:24 GMT
#138
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 07 2009 18:37 GMT
#139
What if the nexus had a superpower field in a fairly small radius around it?

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).
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
agorist
Profile Joined July 2009
United States115 Posts
December 07 2009 20:03 GMT
#140
PROBES SHOULD HAVE STIMPACKS THAT EAT THEIR SHIELDS
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