|
In one of the assembly matches, or TLOpen, I forget... It was a PVP on close positions lost temple at 3 and 6
One protoss did a korean 4gate, and built a bunch of pylons behind his enemies (at 3') mineral line.
He basically kept warping in zealots directly into the middle of the mineral line and was killing a lot of probes... this would not have worked if the +damage when warping was working ._-
|
I kind of suspected that warping units weren't taking extra damage... I thought it was just me that was crazy. Good to know.
|
I thought I was just really crazy about how little damage warping units took compared to what they took in the beta. Good to know. Honestly I think they should revert this change.
|
well this is news to me, thanks alot for the research ichabod!
|
Wow, I always thought warping in units took extra damage. I guess not. I was wrong.
Thanks for doing this and posting it.
|
On February 20 2011 15:47 SheaR619 wrote:Show nested quote +On February 20 2011 15:41 Fa1nT wrote:On February 20 2011 12:43 LagT_T wrote:On February 20 2011 12:07 diegonolan wrote: This needs to be fixed warping in units should take increased damage Would you mind stating why? Because warping directly into my base should have a consequence? I agree, warping unit right in front of me should have consequences. I mean, warp in already generate unit insanely fast and in any location, it should have some penalty. Terran and zerg unit will have to be rally from all the way back in base but toss can just magically warp in crap load of unit right in front of me or alot of zealot for meat shield with no extra penalty? It doesnt really make sense to me :/
There is a penalty - warping units can take damage (and die) before doing something.
Imagine I have 1 marauder beside the only pylon powering a single gate, and one beside a Zerg hatchery. If I warp in a zealot, he'll take 30-50 damage based on if you stim or not before he can attack once. If I morph 4 zerglings, the eggs will take damage, but the zerglings will all pop with 35 health at the moment they hatch. If the same marauder is beside a Terran building, any units emerging cannot take damage before they can return fire.
|
On February 20 2011 15:41 Fa1nT wrote:Show nested quote +On February 20 2011 12:43 LagT_T wrote:On February 20 2011 12:07 diegonolan wrote: This needs to be fixed warping in units should take increased damage Would you mind stating why? Because warping directly into my base should have a consequence?
Well not only this, but it would improve gameplay for terran and zerg players (coming from a protoss perspective).
If my army is caught out of position and lings try to run up my ramp, I can warp in a zealot to seal my choke. If warping units take additional damage, it could reward the zerg player in this scenario for catching my army out of place and exploiting the opportunity.
Similarly, I often use warp ins to make an artificual wall that prevents fleeing units from escaping. With additional damage taken, these warping in units would not be as big of a problem for escaping units.
|
For me it always looked like they don't take extra damage, now we know for sure it's true.
Really bad decision imo, warping units should take damage. Warpin technology already removes distance penalty and there should be a way to punish unsafe warpin.
Not to say even they receive all money back when their pylon is killed while warping (which is bad for a game imo)...
|
Your methodology is hilariously over well done. Im pretty sure Ive been under the (apparently) erroneous impression of the extra damage during warp in. Thanks for the nice post.
|
On February 20 2011 17:43 Aequos wrote:Show nested quote +On February 20 2011 15:47 SheaR619 wrote:On February 20 2011 15:41 Fa1nT wrote:On February 20 2011 12:43 LagT_T wrote:On February 20 2011 12:07 diegonolan wrote: This needs to be fixed warping in units should take increased damage Would you mind stating why? Because warping directly into my base should have a consequence? I agree, warping unit right in front of me should have consequences. I mean, warp in already generate unit insanely fast and in any location, it should have some penalty. Terran and zerg unit will have to be rally from all the way back in base but toss can just magically warp in crap load of unit right in front of me or alot of zealot for meat shield with no extra penalty? It doesnt really make sense to me :/ There is a penalty - warping units can take damage (and die) before doing something. Imagine I have 1 marauder beside the only pylon powering a single gate, and one beside a Zerg hatchery. If I warp in a zealot, he'll take 30-50 damage based on if you stim or not before he can attack once. If I morph 4 zerglings, the eggs will take damage, but the zerglings will all pop with 35 health at the moment they hatch. If the same marauder is beside a Terran building, any units emerging cannot take damage before they can return fire.
Hmm, i think the speed of the warp in is fast enough that most protoss just warp in anyways. I mean when i drop protoss, they just warp in unit right in front of me not caring much at all that they could be focused down. Obviously the benefits way out weight the cost of that little disadvantage of being vulnerable during that short period so most will just warp in unit right there. Even protoss are willing to warp in templar right in front of you just to cast a storm risking themselves getting focus but they do it anyways. I just think that protoss should consider where they warp in units more rather then just mindless warping in units where ever they see units there with this small disadvantage.
|
im sorry but after skimming over your post and then reading the edit i cant stop laughing. i can just imagine your face after realizing how simple a solution that wouldve been hahahaha. OT is it weird i never thought this and have never focused a warping unit
edit: im a protoss player and i would actually enjoy this being put back in. it would nerf pvp 4 gate so hard without nerfing anything in other matchups too hard. this would make 4 gate into a doable build but not so impossible to stop.
|
I used to think that warping in units took extra damage but I heard somewhere (probably on a stream) they that wasn't the case, I'm glad you tested it
|
good information. all that time i lost focus firing the warping units
i wonder when blizzard buff protoss like this? they hide the info so that we dont whine??
as if 4gate strat need to be buffed...
|
Yeah I always wondered about this. Never felt like they took damage faster :/
|
Warping in units taking additional damage would probably fix a bunch of PvP problems without touching other matchups.
|
Hmm, well, defending against drops would be harder if the warped in units took more damage.
But I'd always known this too. At least I was fairly certain it still took my marauders about a thousand shots to kill 4 warpping in zealots.
|
interesting, might effect where i warp in units, i've always warped in zealots behind the battle to prevent extra damage, but it might be better to warp in in the middle of the battle if i can.
|
It's surprising to hear that. They removed it without notifying us about it?
|
On February 20 2011 18:05 SheaR619 wrote:Show nested quote +On February 20 2011 17:43 Aequos wrote:On February 20 2011 15:47 SheaR619 wrote:On February 20 2011 15:41 Fa1nT wrote:On February 20 2011 12:43 LagT_T wrote:On February 20 2011 12:07 diegonolan wrote: This needs to be fixed warping in units should take increased damage Would you mind stating why? Because warping directly into my base should have a consequence? I agree, warping unit right in front of me should have consequences. I mean, warp in already generate unit insanely fast and in any location, it should have some penalty. Terran and zerg unit will have to be rally from all the way back in base but toss can just magically warp in crap load of unit right in front of me or alot of zealot for meat shield with no extra penalty? It doesnt really make sense to me :/ There is a penalty - warping units can take damage (and die) before doing something. Imagine I have 1 marauder beside the only pylon powering a single gate, and one beside a Zerg hatchery. If I warp in a zealot, he'll take 30-50 damage based on if you stim or not before he can attack once. If I morph 4 zerglings, the eggs will take damage, but the zerglings will all pop with 35 health at the moment they hatch. If the same marauder is beside a Terran building, any units emerging cannot take damage before they can return fire. Hmm, i think the speed of the warp in is fast enough that most protoss just warp in anyways. I mean when i drop protoss, they just warp in unit right in front of me not caring much at all that they could be focused down. Obviously the benefits way out weight the cost of that little disadvantage of being vulnerable during that short period so most will just warp in unit right there. Even protoss are willing to warp in templar right in front of you just to cast a storm risking themselves getting focus but they do it anyways. I just think that protoss should consider where they warp in units more rather then just mindless warping in units where ever they see units there with this small disadvantage. On the other hand, the main question should always be, "is x to strong with things like they are?", in this case, is toss to strong with no dmg increase? I'm not convinced they are, though I find it ridiculous how blizzard removed this from patch(or game) without any mention.
Edit: Actually thinking about it, for TvP, if they added this in, it'd be huge lategame, since Khadian amulet HTs could be killed by single snipe while warping in. Don't know how it'd effect PvZ and PvP, but as a terran player I think that might help a lot with lategame TvP.
|
Imagine I have 1 marauder beside the only pylon powering a single gate, and one beside a Zerg hatchery. If I warp in a zealot, he'll take 30-50 damage based on if you stim or not before he can attack once. If I morph 4 zerglings, the eggs will take damage, but the zerglings will all pop with 35 health at the moment they hatch. If the same marauder is beside a Terran building, any units emerging cannot take damage before they can return fire.
Yes, but zergs and terrans generally built hatcheries and raxs in a toss base.
|
|
|
|