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PvP Balance thought/idea - Page 2

Forum Index > SC2 General
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iounas
Profile Joined July 2008
409 Posts
March 08 2010 11:44 GMT
#21
Yes overlapping pylons is nice..
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
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
DiTH
Profile Joined March 2010
Greece116 Posts
Last Edited: 2010-03-08 11:51:01
March 08 2010 11:50 GMT
#22
Give Protoss a new pylon working like the sensor tower terran has.It negates the warping at an area around the building.For example bring back Obelisk and give them this spell and chronoboost and make it like 125-125 at expenses.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 08 2010 11:59 GMT
#23
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
..and then I would, ya know, check em'. (Aka SpoR)
InRaged
Profile Joined February 2007
1047 Posts
March 08 2010 12:52 GMT
#24
I still like my pre-beta suggestion: to use pylon's warp field you should use probe. If player moves probe away from pylon or it gets killed pylon loses it's ability to warp
Stormscion
Profile Joined March 2010
Serbia27 Posts
March 08 2010 12:59 GMT
#25
I would say keep all like it is ...
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
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-03-08 13:00:20
March 08 2010 13:00 GMT
#26
So possible fixes are:
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
Profile Blog Joined February 2007
Croatia5282 Posts
March 08 2010 13:13 GMT
#27
6. make units extremely fragile while warping
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
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-03-08 13:20:17
March 08 2010 13:16 GMT
#28
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
Profile Joined February 2010
Netherlands346 Posts
March 08 2010 13:37 GMT
#29
Increase the cooldown of the warping in ratio to the distance the units have to travel. If someone proxy pylons all the way to the other map the cooldown is increased by say 5 secs. I think exponential (at short distances no effect on the cooldown, half map: a couple secs, whole map: lots of secs) is the best choice.
Wut
MidKnight
Profile Joined December 2008
Lithuania884 Posts
March 08 2010 13:37 GMT
#30
Personally I'd prefer warp-in time to be longer, like 8-10s (Warpgate cooldown time would need to be adjusted accordingly in that case) and units taking double (or maybe even triple) damage while warping in.

Would make Warpgates worse when your base is being under attack and would stop these very aggressive offensive pylons.
xBillehx
Profile Blog Joined June 2009
United States1289 Posts
March 08 2010 16:31 GMT
#31
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.
Taengoo ♥
D10
Profile Blog Joined December 2007
Brazil3409 Posts
March 08 2010 21:02 GMT
#32
I dont think protoss needs to be nerfed because of this, if they added a shield battery hability to the nexus to compete with the chrono boost I think it could work to make these proxy pylon warpgate rushes less overwhelming and could also help defend against muta harass without being a I WIN button.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
pencilcase
Profile Joined September 2007
United States330 Posts
March 08 2010 21:06 GMT
#33
Posting from the other thread. Here's my idea for fixing this problem: add the shield battery ability to the Nexus. This has the benefit of both preventing early rushes and adding strategical depth. Now players must balance using chrono boost a lot versus having a stronger base defense. And both proxy 2 gate and 3 warp gate rushes will be much less effective since the defender now has a strong advantage.

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
Profile Joined June 2009
Canada176 Posts
March 08 2010 21:10 GMT
#34
On March 08 2010 20:07 Jyvblamo wrote:
Show nested quote +
On March 08 2010 20:06 dustdust wrote:
How many Zerg and Terrans have you seen build pylons?

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
When in doubt, lubricate!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-03-08 21:20:52
March 08 2010 21:15 GMT
#35
i think bringing back dark pylons might get too complicated
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)
Progamerpls no copy pasterino
Captain Peabody
Profile Blog Joined May 2009
United States3126 Posts
March 08 2010 21:27 GMT
#36
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.
Dies Irae venit. youtube.com/SnobbinsFilms
PerksPlus
Profile Joined July 2009
Canada105 Posts
March 08 2010 21:28 GMT
#37
Moving warp gate to twilight council seems like the most reasonable suggestion. Aside from fixing this particular problem it make getting warpgates optional. Maybe as a compromise blizz could un-nerf gateway build time.
Hold position will annhililate the terran race.
silencefc
Profile Blog Joined October 2008
United States875 Posts
March 08 2010 22:51 GMT
#38
What about reducing the health/shields of the Pylon? This would only make proxy pylons easier to kill and otherwise would only be a significant difference when there is an army/harassment inside your base but that can be overcome with better Pylon placement.
Slice like a goddamn hammer.
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
March 08 2010 23:00 GMT
#39
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
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-03-08 23:13:48
March 08 2010 23:12 GMT
#40
IMO bring back Dark Pylons, make it cost more than a Pylon and push warp gate back to Twilight Council.

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.
aka DeA & GRC-DeathLink
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