If energy field circles are touching it causes interference so its not safe to warp units to that pylon but you can still power buildings. It works
PvP Balance thought/idea - Page 2
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iounas
409 Posts
If energy field circles are touching it causes interference so its not safe to warp units to that pylon but you can still power buildings. It works | ||
DiTH
Greece116 Posts
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CharlieMurphy
United States22895 Posts
On March 08 2010 19:17 Liquid`Nazgul wrote: I would like for units not to auto-attack probes/workers when fighting combat units it would make the whole early game a lot more dynamic/interesting and help defending against warp gate rush. . they don't if the workers are spamming move/stop | ||
InRaged
1047 Posts
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Stormscion
Serbia27 Posts
BUT once you get your warp gate tech you get circle of power spreading / increasing in diameter from your nexus slowly untill it gets to full map ... map lost temple 4 to 5 minutes to get from one spawn point to next ... pilon power that is in that circle then it is viable for warp in from warp gate. This would prevent early rush but will not fuck up with balance. | ||
ZenDeX
Philippines2916 Posts
1 Moving the warpgate tech to a higher tier (Twilight Council, Dark Shrine or Templar Archives) 2 Increase costs (can be the CyCore, the tech or the morph itself) 3 Increase build times (same as 2) 4 Rehaul the mechanic (enemy pylon field mechanic, etc.) 5 Hell, all of the above. | ||
niteReloaded
Croatia5281 Posts
7. make units warp longer if far away from closest nexus like Nazgul suggested (I like this) 8. make the canceling of pylon more expensive There are so many options to subtly solve this thing, it's almost a non-issue the moment Blizzard decides to tweak it. | ||
ZenDeX
Philippines2916 Posts
On March 08 2010 22:13 niteReloaded wrote: 8. make the canceling of pylon more expensive Wouldn't this break the SC tradition of refunding 75% only? (ex: Canceling the Pylon gives back 75 minerals only.) IMO, the least Blizzard can do to fix this change is take 100% of the original build time into the warp-in. I don't get over the fact that you can get units much more faster with warpgates. | ||
Koffiegast
Netherlands346 Posts
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MidKnight
Lithuania884 Posts
Would make Warpgates worse when your base is being under attack and would stop these very aggressive offensive pylons. | ||
xBillehx
United States1289 Posts
I'll be testing timings along with my friend today to try to figure out a way to counter this build. A few thoughts are, if I get out early units, would it force him to build pylons earlier which he cannot support economic wise until later? Can I get a stalker out with 1 gate to kill the probe/force it to build pylons before warp tech is finished? (Giving more time to take them down with 1gate units) Can I do all this while positioning my units in areas where the enemy will warp in damaging them as they warp in giving me an advantage in the fight and more time to take down the pylon? If ultimately nothing works, I think the only solution that would not disadvantage Protoss or make things weird is a slight increase in warp gate research time. Perhaps a little while longer would give the opponent enough time to build said units to defend this rush with. | ||
D10
Brazil3409 Posts
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pencilcase
United States330 Posts
Also, this makes sense if you think about it because each of the other races has some other ability along with their macro mechanics, like Scan and Creeep Tumors. This way, Protoss players won't have to only use Chrono Boost and can make some deeper decisions. Some other ability could be added also since the other races have 3 total options to choose from. | ||
MrMoose
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Canada176 Posts
On March 08 2010 20:07 Jyvblamo wrote: Saw a Zerg do it once with neural parasited probe. Can you build stuff with neural parasited workers? If so, perhaps the stove can live on: Neural parasite -> Nexus -> Mothership -> Ultralisk Recall!! You'd need to be in a FFA to get siege tanks though | ||
MorroW
Sweden3522 Posts
but making the upgrade cost more and be in the twilight concil is better than in the cybernatics core all tosses i play against and i mean literally ALL 100% warpgates i suspect changing the warp pylon isnt gonna change pvz too much compared to the other mus(?) "Also warp taking longer the further you are from your closest nexus is a good solution." i dont like nazguls idea, its unrealistic. the thing about toss is that they warp units from their homeland, the nexus is just a simple building like the gateway. it doesnt help the units warp :/ thats like saying raxes should build slower when they r far away from cc. sure it might help gameplay but its not fun if it doesnt base on realistic theory (not saying this game is realistic but u know what i talk about, it should make sense) | ||
Captain Peabody
United States3110 Posts
On March 08 2010 19:14 squ1d wrote: I posted this in another thread, and I believe it is the most elegant solution. All they have to do is make it that power-fields from different Protosses cannot overlap. That would mean that having some pylons around your base and mineral line would be enough to kill the rush strategy. It also prevents a lot of the problems created with the workarounds above. Furthermore, Blizzard is doing the balancing based on Warp Gates and the only problem we found with them arises is in PvPs, the only Matchup the mentioned solution would have an effect. The less it changes the mechanics with other races, the better in my opinion. Yeah, I think this is the most elegant solution. The Dark Pylon idea is horrible, the warping-slower-away-from-base one is workable, but also irritating, and moving it up to a higher tech building, while workable and maybe even eventually necessary, would significantly change the face of most matchups negatively. This idea, on the other hand, would only affect PvP, and would make for some interesting tactics. I like it. | ||
PerksPlus
Canada105 Posts
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silencefc
United States875 Posts
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haster27
Taiwan809 Posts
On March 09 2010 01:31 xBillehx wrote: I refuse to admit this strat is impossible to beat without leaving you in a disadvantaged position. The last thing I want is another unneeded nerf to Protoss because no one could figure out how to beat a powerful build. I'll be testing timings along with my friend today to try to figure out a way to counter this build. A few thoughts are, if I get out early units, would it force him to build pylons earlier which he cannot support economic wise until later? Can I get a stalker out with 1 gate to kill the probe/force it to build pylons before warp tech is finished? (Giving more time to take them down with 1gate units) Can I do all this while positioning my units in areas where the enemy will warp in damaging them as they warp in giving me an advantage in the fight and more time to take down the pylon? If ultimately nothing works, I think the only solution that would not disadvantage Protoss or make things weird is a slight increase in warp gate research time. Perhaps a little while longer would give the opponent enough time to build said units to defend this rush with. However, that is what I like about enemy pylon field mechanic ("knocking out Pylon's warp capability") since it only affects PvP and do not affect any other matchups. In turn, it cannot truly be considered as a nerf. | ||
Moutas
Greece158 Posts
That way whoever wants to use warp-in has to commit a fair amount of resources and time. Right now even if your enemy sees the pylon and destroys it, you don't really care that much since its only 100 minerals. On a side note: I thought Z was supposed to be more mobile than toss, how come toss can get this warp tech for only 50/50 + upgrade gates for free + faster unit production + available right after core, and zerg needs to get a lair + nydus canal + nydus worm (like 350/300? cant remember) + hope opponent hasn't covered his entire main with depots/pylons/ovies so you're strategy can work. | ||
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