• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:35
CEST 08:35
KST 15:35
  • 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
[ASL21] Ro24 Preview Pt2: News Flash9[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash ASL21 General Discussion Gypsy to Korea How Can I Add Timer & APM Count? A cwal.gg Extension - Easily keep track of anyone
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11431 users

PvP Balance thought/idea - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
squ1d
Profile Joined June 2007
United States178 Posts
Last Edited: 2010-03-08 23:18:28
March 08 2010 23:17 GMT
#41
On March 09 2010 08:12 DeA wrote:
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.


Did you actually read the topic?

There is no need to change the mechanics of the warp gates against all other races. If they do that, they'll be creating a lot of other problems - how will that affect PvZ or PvT?

Meanwhile, if we do the Pylon Interference solution, it would only affect PvP leaving everything else unchanged.
Camilus
Profile Joined May 2008
United States65 Posts
March 08 2010 23:21 GMT
#42
I don't know if this would be a good solution or not, but how about adding a 15 second delay before you can use a pylon's power field to warp units in?
squ1d
Profile Joined June 2007
United States178 Posts
March 08 2010 23:22 GMT
#43
On March 09 2010 08:21 Camilus wrote:
I don't know if this would be a good solution or not, but how about adding a 15 second delay before you can use a pylon's power field to warp units in?


That would, once again, change the mechanics in PvZ and PvT. That's the problem with nerfing something, you have to make sure it will have the intended consequences.
Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-03-08 23:33:42
March 08 2010 23:32 GMT
#44
On March 09 2010 08:17 squ1d wrote:
Show nested quote +
On March 09 2010 08:12 DeA wrote:
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.


Did you actually read the topic?

There is no need to change the mechanics of the warp gates against all other races. If they do that, they'll be creating a lot of other problems - how will that affect PvZ or PvT?

Meanwhile, if we do the Pylon Interference solution, it would only affect PvP leaving everything else unchanged.


I read the topic and replied as I saw fit. As a side note I mentioned that I just don't see how Protoss can have overwhelming mobility compared to the other races for only 50/50 + the cost of a pylon and at the same time think the game is balanced.
aka DeA & GRC-DeathLink
JohannesH
Profile Joined September 2009
Finland1364 Posts
March 08 2010 23:38 GMT
#45
I dont see a problem at all in making a change that affects other matchups as well. Its not like the current build has the races perfectly balanced for these maps atm anyway.
If you have to ask, you don't know.
squ1d
Profile Joined June 2007
United States178 Posts
March 08 2010 23:42 GMT
#46
On March 09 2010 08:32 DeA wrote:
Show nested quote +
On March 09 2010 08:17 squ1d wrote:
On March 09 2010 08:12 DeA wrote:
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.


Did you actually read the topic?

There is no need to change the mechanics of the warp gates against all other races. If they do that, they'll be creating a lot of other problems - how will that affect PvZ or PvT?

Meanwhile, if we do the Pylon Interference solution, it would only affect PvP leaving everything else unchanged.


I read the topic and replied as I saw fit. As a side note I mentioned that I just don't see how Protoss can have overwhelming mobility compared to the other races for only 50/50 + the cost of a pylon and at the same time think the game is balanced.


So let's remove Nydus Canal as well, because that gives even more mobility.

And the only matchup where this mobility actually makes a difference is in PvP, while in PvT and PvZ nothing can be exploited like that, pylons are used only to warp troops closer to the battle and even then, some people prefer to use warp prisms.
Camilus
Profile Joined May 2008
United States65 Posts
March 08 2010 23:44 GMT
#47
On March 09 2010 08:22 squ1d wrote:
Show nested quote +
On March 09 2010 08:21 Camilus wrote:
I don't know if this would be a good solution or not, but how about adding a 15 second delay before you can use a pylon's power field to warp units in?


That would, once again, change the mechanics in PvZ and PvT. That's the problem with nerfing something, you have to make sure it will have the intended consequences.


Give the Nexus small radius to jam a pylon's warp capability for a small amount time? That wouldn't effect the other match up, but I'm not sure how practical it is.

Perhaps, your pylon solution is the best solution. I think it's a good idea.
Moutas
Profile Joined April 2007
Greece158 Posts
March 08 2010 23:45 GMT
#48
Are you trying to say that Nydus Canal = Warp-in? Cause if you are then you're totally wrong.

I would also have no problem to see Nydus in Hive tech.
aka DeA & GRC-DeathLink
squ1d
Profile Joined June 2007
United States178 Posts
March 08 2010 23:47 GMT
#49
On March 09 2010 08:45 DeA wrote:
Are you trying to say that Nydus Canal = Warp-in? Cause if you are then you're totally wrong.

I would also have no problem to see Nydus in Hive tech.


Nydus = Warp-in, and it's actually more overpowered, because a single overlord can spawn as many Nyduses it wants to and do it away from the other player's FOV.

While to warp inside someone's base, you have to send a probe over there. In fact, the only reason why this strategy is only viable in PvP is because Protoss can't kill a probe before they have either a Sentry or a Stalker out. And by then it's usually too late.
hoborg
Profile Blog Joined December 2009
United States430 Posts
March 08 2010 23:48 GMT
#50
On March 08 2010 20:06 dustdust wrote:
How many Zerg and Terrans have you seen build pylons?

[image loading]


(stolen from 4chan /3/ yesterday)
blbl | CJ and ACE fighting!
Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-03-08 23:51:51
March 08 2010 23:50 GMT
#51
LOL by the time Zerg gets Nydus tech + the resources + the chance to use it, toss can use warp-in + pylons like 10 times already. Don't try and argue that Nydus is equal to Warp-in cause it isn't, plain and simple.

And who said you need a pylon in their base? You know, making a pylon right outside their nat while attacking is equally powerful.
aka DeA & GRC-DeathLink
Chi
Profile Joined December 2009
Norway27 Posts
March 08 2010 23:51 GMT
#52
On March 09 2010 08:45 DeA wrote:
Are you trying to say that Nydus Canal = Warp-in? Cause if you are then you're totally wrong.

I would also have no problem to see Nydus in Hive tech.


Nydus is 10x better than warpin, stop trying to derail this thread with your nonsense.
Moutas
Profile Joined April 2007
Greece158 Posts
March 08 2010 23:53 GMT
#53
On March 09 2010 08:51 Chi wrote:
Show nested quote +
On March 09 2010 08:45 DeA wrote:
Are you trying to say that Nydus Canal = Warp-in? Cause if you are then you're totally wrong.

I would also have no problem to see Nydus in Hive tech.


Nydus is 10x better than warpin, stop trying to derail this thread with your nonsense.


Maybe you want to back that up with something? BTW this thread is getting off-topic, no need to argue about this here...
aka DeA & GRC-DeathLink
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 08 2010 23:59 GMT
#54
I think warp gates should be costly just like add ons cost something on barracks/factories/port

Not something huge, but like 50/25 or 50/50
Infie
Profile Joined January 2010
Netherlands59 Posts
Last Edited: 2010-03-09 03:46:15
March 09 2010 03:44 GMT
#55
On March 09 2010 08:59 Fayth wrote:
I think warp gates should be costly just like add ons cost something on barracks/factories/port

Not something huge, but like 50/25 or 50/50


i like this idea. you could also make the upgrade free but you have to give up the supply it produces. pvp right now involves building only 1 pylon in your own base and start spamming pylons in your opponents base. this isnt viable if you have to give up the supply

if this doesnt nerf the problem enough you could also opt to give the upgrade for the pylon to take 10-30 sec and make the pylon extremely vulnerable during that period. this way it can be destroyed by 1 zealot or a couple probes while it changes to a warp/dark pylon. it also delays the rush a little bit

this shouldnt affect the other matchups to much since you can still proxy pylon outside the base of your opponent if you want to. just not within the line of sight of your opponent.
Tinithor
Profile Joined February 2008
United States1552 Posts
March 09 2010 03:57 GMT
#56
On March 09 2010 12:44 Infie wrote:
Show nested quote +
On March 09 2010 08:59 Fayth wrote:
I think warp gates should be costly just like add ons cost something on barracks/factories/port

Not something huge, but like 50/25 or 50/50


i like this idea. you could also make the upgrade free but you have to give up the supply it produces. pvp right now involves building only 1 pylon in your own base and start spamming pylons in your opponents base. this isnt viable if you have to give up the supply

if this doesnt nerf the problem enough you could also opt to give the upgrade for the pylon to take 10-30 sec and make the pylon extremely vulnerable during that period. this way it can be destroyed by 1 zealot or a couple probes while it changes to a warp/dark pylon. it also delays the rush a little bit

this shouldnt affect the other matchups to much since you can still proxy pylon outside the base of your opponent if you want to. just not within the line of sight of your opponent.


He was talking about upgrading the gateway to a warpgate, not the pylon.

I say on this subject , the pylon interference thing is a good idea cause it doesn't change other matchups, but i also think it would be a good idea to up the warpgate upgrade cost (its the cheapest in the game O.o, kinda ridiculous for how good it is) and move it to the twilight council atleast.
"Oh-My-GOD" ... "Is many mutas, Yes?"
LunarC
Profile Blog Joined October 2009
United States1186 Posts
March 09 2010 05:48 GMT
#57
Inability to overlap Pylon power fields would mess with two allied Protoss players. Even making this mechanic specific to enemy Protoss players would not work, because in the situation where a player wants to unally another Protoss player, the Pylon power grids may have already been overlapped. How do you handle that?

I would say rather than disallowing Pylon power grids to overlap, simply double the Pylon warp-in time should its power grid overlap with another Protoss' Pylon power grid. That way, it will gain health slower so it will be easier to kill off, and it will take a full 50 seconds to warp in instead of 25 seconds.
REEBUH!!!
squ1d
Profile Joined June 2007
United States178 Posts
March 09 2010 05:49 GMT
#58
On March 09 2010 14:48 LunarC wrote:
Inability to overlap Pylon power fields would mess with two allied Protoss players. Even making this mechanic specific to enemy Protoss players would not work, because in the situation where a player wants to unally another Protoss player, the Pylon power grids may have already been overlapped. How do you handle that?

I would say rather than disallowing Pylon power grids to overlap, simply double the Pylon warp-in time should its power grid overlap with another Protoss' Pylon power grid. That way, it will gain health slower so it will be easier to kill off, and it will take a full 50 seconds to warp in instead of 25 seconds.


Just make it that they must be from enemy Pylons. In your case, however, warp gates would become useless.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-03-09 05:54:56
March 09 2010 05:53 GMT
#59
On March 09 2010 14:49 squ1d wrote:
Show nested quote +
On March 09 2010 14:48 LunarC wrote:
Inability to overlap Pylon power fields would mess with two allied Protoss players. Even making this mechanic specific to enemy Protoss players would not work, because in the situation where a player wants to unally another Protoss player, the Pylon power grids may have already been overlapped. How do you handle that?

I would say rather than disallowing Pylon power grids to overlap, simply double the Pylon warp-in time should its power grid overlap with another Protoss' Pylon power grid. That way, it will gain health slower so it will be easier to kill off, and it will take a full 50 seconds to warp in instead of 25 seconds.


Just make it that they must be from enemy Pylons. In your case, however, warp gates would become useless.


How would warp gates become useless? The extended warp-in time only applies to Pylons and nothing else and only when the Pylon's power field overlaps with an enemy's power field. Did you read my post? What if the player wants to change alliances in a more casual game? What will become of pylons with power fields that already overlap? You can't expect Starcraft 2 to be played seriously all the time.
REEBUH!!!
ArvickHero
Profile Blog Joined October 2007
10387 Posts
March 09 2010 06:01 GMT
#60
I think a better solution would be to lengthen the warp-in time for a Warp Gate'd unit and shorten the cool-down period, so that the time to build a unit is roughly the same, but a unit being warped in would be vulnerable for a longer period of time. This gives the defender an advantage and timing opportunity, and would make this sort of cheese less viable.

I don't have the beta so I wouldn't know how much this would impact PvT and PvZ, but I don't think it would impact it that much.
Writerptrk
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of SC
Reynor vs Zoun
SHIN vs ByuN
herO vs sOs
Maru vs SHIN
Clem vs Bunny
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft582
Ketroc 46
Codebar 8
StarCraft: Brood War
Sea 5451
ggaemo 473
Stork 288
Leta 109
Hm[arnc] 103
sSak 57
910 43
Dota 2
NeuroSwarm159
League of Legends
JimRising 648
Counter-Strike
Stewie2K892
Other Games
summit1g3933
C9.Mang0208
Mew2King64
ToD20
Organizations
Counter-Strike
PGL720
Other Games
BasetradeTV104
StarCraft: Brood War
UltimateBattle 32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH250
• practicex 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1429
• Stunt410
Upcoming Events
RSL Revival
3h 25m
Maru vs MaxPax
BSL
12h 25m
RSL Revival
1d
Cure vs Rogue
uThermal 2v2 Circuit
1d 7h
BSL
1d 12h
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Kung Fu Cup
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
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.