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The current state of PvP? - Page 8

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StormsInJuly
Profile Joined January 2009
Sweden165 Posts
August 14 2010 12:56 GMT
#141
600 point diamond on eu here... This build is getting a little less popular (earlier this week literally every game was this) It's strong but not really unblockable... You need to chrono out zealot and stalkers and shut down the enemy pylons though or you're fucked. Thing is, blocking this rush gives you a slight advantage but not as much as you'd think
Pepe-
Profile Joined August 2010
Germany87 Posts
August 14 2010 13:15 GMT
#142
Great topic :D
Just registered for this

Already posted a thread on a german forum with suggestions for PvP, but people even disagreed that PvP is the most boring matchup :S

2 issues:
-warpgates
-colossus

Problem with first one is, it eliminates nearly every defender advantage a defender always should have. protoss doesnt have a queen, free bunkers or spinecrawlers being allowed to build after pool. The first cannon costs 300 minerals and is even weaker than a spinecrawler just because it is able to attack air. So you can get a defending building that is able to defend against everything but not well against what you want (and could need it in PvP) for.

So there are just 2 ways to fix, give protoss any defending mechanic in early game or put warpgates later in tech (I think council would be the right place). I dont see a chance to fix PvP otherwise.

I know, later warpgates would change balance so much, but since PvP is so bad we should start thinking if its not worth trying it.
sentries / stalkers would really need a buff to make protoss able to defend (I prefer stalker) terran and zerg rushes. In addition to this cost of blink and warpgate should increase from 150 to 200 and 50 to 100 (but of course warpgate research time could be reduced) to not make the council tech too strong. Also charge cost could maybe be reduced from 200 to 150 to give protoss a chance to defend against marauders.
This would also make protoss to make better decisions ( and scouting!) all game long because he cant just warp in 3 stalker in his base to defend against some early surprisingly appearing banshees / voidrays / mutas in his base.
protoss also would have more scouting opportunities because he isnt "wasting" first 140 seconds of his core on warpgate upgrade and so could get hallucinations.

Thats the first issue, but what about those colossi?
Well, I would like to see the archon as an own unit instead of this recycling only unit.
council vs robo tech would look like archons to block the damage and kill zealots, and blink stalker microing around trying to kill colossi while colossi try to avoid getting attacked.
But with this archon again a problem occurs, he can cost 100/300, 175/275 or 250/250... this means you can nearly only get zealots with that archons, wouldnt change anything... so I think a reduced cost of the dark templar could make it... something like 125/100, 150/100, ...... instead of this 125/125. Dark templar would also be less of an allin unit and more of a "punish the ones not scouting" unit in all matchups. I mean, I also always have an observer with me for any burrow or whatever. But when the archon would get buffed in damage or whatever, the archon-warp would need to last at least 20 seconds (I like a little bit more) to not make storm into archon too strong.
By the way, in my opinion dark templar are really strongest in PvP just because zerg and terran nearly never die to it.
PvZ archon would be strong, but still easy countered by fungal (low range) or NP. Even mutas could be microed in little battles against it.
PvT archon would seriously need to be immune by concussive shells, or maybe as an upgrade with additional protection to grav beam, fungal(or NP? but really not both) and thor stun(not its ability damage). Archon would also give protoss a weaker way to tank tanks while its much less countered by EMP. (Which protoss wouldnt like anything against EMP?). Terrans thor would still be a way to counter archons cause of his high single target damage.

Also to make stargate openings more useful in PvP, what would you guys think about increasing phoenix damage from 5+5 light to somethine like 6+4 or 7+3? At the moment phoenix just feels for me (700-800 diamond) as an anti muta and worker harass unit. This sucks...
Kratisto
Profile Joined June 2008
United States199 Posts
August 14 2010 13:31 GMT
#143
I was watching Tozar's livestream the other day and watched him do this a dozen times to various Protoss players. It worked all but once, and it worked against TTOne. (The once it didn't work was a second game he played against TTOne where TTOne defended it by doing a 4warpgate, but having spent ~300 less minerals on proxy pylons, he was able to have slightly more units). I tried it against my friend later and found that it is weak to 2gate zealot rushes, but otherwise it seems untouchable.

In the midgame (if you ever get there) it's frustrating that Robo tech is so dominant.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
August 14 2010 13:31 GMT
#144
ima pm plexa about this thread necessity.

seriously, if you guys playing on US sever and most of your games has been PvP, its bc the rating you guys are in is dominated with Protoss. i have been there when i bought the game late and climb up from 0. I had been there again when i was sleepy and lose 8 games in a row and drop to "that rating".

To be honest and no offends, Protoss players at "that rating" are garbage mostly. As soon as you have a soild idea about what is going on in the game, you should be able to roll over anyone just fine.

Dont even mention changing stat for units in this thread! PvP is a MIRROR MATCH UP! What ever reason u are using, you are using at a wrong place!
Im daed. Follow me @TL_NB
onionchowder
Profile Joined July 2009
United States137 Posts
August 14 2010 13:33 GMT
#145
I'm not a Protoss player by any means, but can you wall-off your main with buildings (or a zealot) to stop the pylon-ing probe?
Eric Guan is a sexy beast
Slunk
Profile Blog Joined February 2010
Germany768 Posts
Last Edited: 2010-08-14 13:42:39
August 14 2010 13:41 GMT
#146
On August 14 2010 22:15 Pepe- wrote:
So there are just 2 ways to fix, give protoss any defending mechanic in early game or put warpgates later in tech (I think council would be the right place). I dont see a chance to fix PvP otherwise.


Bring back shield battery?
This would make the races even again in terms of their static defenses and help against both 2gate and 4gate rushes.
Pepe-
Profile Joined August 2010
Germany87 Posts
August 14 2010 13:43 GMT
#147
On August 14 2010 22:41 Slunk wrote:
Show nested quote +
On August 14 2010 22:15 Pepe- wrote:
So there are just 2 ways to fix, give protoss any defending mechanic in early game or put warpgates later in tech (I think council would be the right place). I dont see a chance to fix PvP otherwise.


Bring back shield battery?
This would make the races even again in terms of their static defenses.


I didnt play much bw and i nearly never used it :D but maybe this could work.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-08-14 13:49:11
August 14 2010 13:47 GMT
#148
On August 14 2010 22:41 Slunk wrote:
Show nested quote +
On August 14 2010 22:15 Pepe- wrote:
So there are just 2 ways to fix, give protoss any defending mechanic in early game or put warpgates later in tech (I think council would be the right place). I dont see a chance to fix PvP otherwise.


Bring back shield battery?
This would make the races even again in terms of their static defenses and help against both 2gate and 4gate rushes.



imagine a 4gate push with 1-2 shield batterys at the proxy pylon. not fun at all. would destroy zvp and not change much about pvp.

and might cause even more problems with immortals suddenly having almost unlimited hardened shields.
life of lively to live to life of full life thx to shield battery
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
August 14 2010 13:48 GMT
#149
Shield Batteries were awesome, so maybe they should bring it back.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
August 14 2010 13:51 GMT
#150
Well they could just scrap the near useless sentry hallucination and give it a much more interesting shield regeneration ability. Some people who use it to scout might complain for a while, but a shield regeneration spell would be really useful in tons of circumstances. The HT had a spell like this once, but it was scrapped for the phase shift and later feedback.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
August 14 2010 13:52 GMT
#151
On August 14 2010 22:51 Knee_of_Justice wrote:
Well they could just scrap the near useless sentry hallucination and give it a much more interesting shield regeneration ability. Some people who use it to scout might complain for a while, but a shield regeneration spell would be really useful in tons of circumstances. The HT had a spell like this once, but it was scrapped for the phase shift and later feedback.


what would this change about pvp? and having a semi medic for evry P unit sounds horribly OP to me.
life of lively to live to life of full life thx to shield battery
onionchowder
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-08-14 14:20:02
August 14 2010 14:15 GMT
#152
On August 14 2010 22:51 Knee_of_Justice wrote:
Well they could just scrap the near useless sentry hallucination and give it a much more interesting shield regeneration ability. Some people who use it to scout might complain for a while, but a shield regeneration spell would be really useful in tons of circumstances. The HT had a spell like this once, but it was scrapped for the phase shift and later feedback.

IMO hallucination is under-used, not useless.

Perhaps pylon power fields could boost shield regeneration rate, and/or warp-in vulnerability time be extended?

EDIT: or how about this; pylon power fields add +1 to Protoss shields, and the effect stacks (along with this reduce all Protoss shields by around 20%, to balance). This way, there is a significant defender's advantage granted to the Protoss, as well as adding functionality to offensive warp prisms or pylons.
Eric Guan is a sexy beast
jungle
Profile Joined July 2010
United States31 Posts
August 14 2010 14:21 GMT
#153
On August 14 2010 22:33 onionchowder wrote:
I'm not a Protoss player by any means, but can you wall-off your main with buildings (or a zealot) to stop the pylon-ing probe?

its the scouting probe that makes the pylons. very hard to stop this.
"nice dolphin nigga"
Pepe-
Profile Joined August 2010
Germany87 Posts
August 14 2010 15:19 GMT
#154
On August 14 2010 23:15 onionchowder wrote:
Show nested quote +
On August 14 2010 22:51 Knee_of_Justice wrote:
Well they could just scrap the near useless sentry hallucination and give it a much more interesting shield regeneration ability. Some people who use it to scout might complain for a while, but a shield regeneration spell would be really useful in tons of circumstances. The HT had a spell like this once, but it was scrapped for the phase shift and later feedback.


EDIT: or how about this; pylon power fields add +1 to Protoss shields, and the effect stacks (along with this reduce all Protoss shields by around 20%, to balance). This way, there is a significant defender's advantage granted to the Protoss, as well as adding functionality to offensive warp prisms or pylons.


Wouldnt change anything since pylons near minerals are best anyway, so both get it.
SCvanTango
Profile Joined August 2010
Switzerland64 Posts
August 14 2010 15:38 GMT
#155
erm...my first post here, but, quick question: If you go 10 gate/12 gate and chrono out the Zeals, you have about 3 zealots by the time, that probe starts building the pylons. That's surely enough, to stop that 4 warpgate allin, no?

(I never had an opponent do this to me, so I dunno, but checked the timeing with the build order tester and I had 3 zeals when I would start the pylons for the 4 warpgate, and 5 zeals, when the first 4 zeals would get warped in. that plus some probes, plus that, you can damage the subsequent zeals while they're warping is surely enough to stop that kinda thing, assuming you don't get the gas too early and make a 3rd or so gate after the 2nd one finishes, no?)

it's just, I personlaly don't think, that the PvP is some sort of lucky rock paper scissors, where you cant' even scout in time.

I usually go 10 gate, 12 gate and save chrono for the zeals as standart opening, and scout with my 10 gateprobe, which usually is more than enough time, to figure what my opponents up to, after that, there's the usual zealot-only early aggression phase and whoever can transition into stalker and higher tech/expansion earlier without dying usually slowly but surely gets the upper hand.

going 10/12 proxygate will lose against it, and I THINK it's would also an ok answer vs. the 4 warpgate (but again, never had that one done to me, so *shrug*).

Also, it seems, people have just figured out, that a mass of zealots early are just that strong, so basically you can expect the match to start that way anyway and plan accordingly.
I mean, noone is complaing that in a ZvZ everyone gets zerglings first, right? So why shouldnt you get a bunch of zealots in a PvP?

well, at least that's my experience with that MU. (btw, I'm only a 570 gold for the time, but I don't play more than 4-8 ladder games per day either (I'd guess, I'd be plat if I played a little more, but surely not diamond, but that's just my guess), so make of it what you want)
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
August 14 2010 15:49 GMT
#156
On August 14 2010 22:51 Knee_of_Justice wrote:
Well they could just scrap the near useless sentry hallucination and give it a much more interesting shield regeneration ability. Some people who use it to scout might complain for a while, but a shield regeneration spell would be really useful in tons of circumstances. The HT had a spell like this once, but it was scrapped for the phase shift and later feedback.


And how are you gonna scout terran, going bio, then? You don't have a robo facility.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Geiko
Profile Blog Joined June 2010
France2058 Posts
August 14 2010 17:03 GMT
#157
On August 14 2010 08:17 stroggos wrote:
i don't see how pvp is that broken. 4 gate all in is definitely not broken, as you can easily prevent the probe from ever building a pylon by 10gating..chronoing an offensive zealot then stalker-> then transitioning into something else. They cannot get to the stage of building pylons inside your base this way.



^ this

The 4-chronoed WG rush is psi capped at 18/18 for a long time. If you send an ofensive zealot early, you force your opponent not only to get a zealot, but also another pylon. That leaves enough time to kill the scouting probe with stlaker before any pylon warp in.

(700 diamond btw)
geiko.813 (EU)
GhostFall
Profile Blog Joined March 2010
United States830 Posts
August 14 2010 20:47 GMT
#158
No one is saying 4 gate is broken. They're saying that the stategies in Pvp are blind rock paper scissors. It is completely dependent on build order.

If you 10 gate, chrono zealot and stalker, you're going to get lose everytime against 2 gate/zealots. No amount of micro or skill you have is going to stop them from rolling you. this is what people are maining complaining about.
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
August 14 2010 21:50 GMT
#159
I am glad I am not the only one thinking this is a coinflip, I have begun thinking I am bad as hell.

Well, then time to practice some korean 4gate.
To pray is to accept defeat.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2010-08-14 21:56:50
August 14 2010 21:56 GMT
#160
Yeah this warpgate rush is hard to defend. But if you open 12gate 15 pylon 16 gas into 3 gate robo you can hold it off. When you scout his early WG tech you can either attack him (if he skipped units for a faster rush) or you can kill off his first probe and never let anotherone in while constantly matching his gate numbers and holding your ramp hardcore. I've taken this rush several times and then when you get the robo up you can go for an immortal and then start abusing phase prism warp in into his base.

My current beef with PvP is that every single game that goes beyond this zealot wg all in goes into 1 base colossus.

Trying to go expand into colo? Too bad, you had 2 less zealots and lost everything.

Trying to go mass stalkers? Too bad, you can't get to the colossu without losing your entire army even with blink.

Trying to go voidrays? Too bad, the colossus will have killed your zealots before the voids get charged up and then they will get cleaned up by reinforcing stalkers.

Basically anyone that tries to expand before the colossus gets run over by the first colossus push. Anyone that tries to deviate in tech gets run over as long as the colo player has the right composition of units.

Edit: Oh and I have 200 games played with protoss as 900pt diamond on europe.
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