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Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable. |
On March 02 2011 04:48 DoubleReed wrote: Erm... under the OP's logic, wouldn't it be totally reasonable to lower the cooldown time of HTs if the Amulet is removed? It's still limited by number of geysers so when HT tech is achieved the limiting factor isn't CD time it's most likely gas.
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On March 02 2011 04:48 dragonblade369 wrote:Show nested quote +On March 02 2011 04:44 Housemd wrote:On March 02 2011 04:40 Wrongspeedy wrote:What Protoss players were complaining about Warp-gate? While your number crunching, tell me how long it takes you to get a ghost with an emp in a real 1v1 game, then tell me how long it takes to do the same with an HT and storm. Why can't the ghost and infestor move after he is done being made? + Show Spoiler +"What does this mean?
When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.
If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.
If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.
If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed." You forgot to mention we have to research storm*. You sound like a troll (okay not a troll, but someone who justifiably hates High Templar) trying to justify a patch that may or may not come (I actually hope it does come. I want stim increased research time, some change to the amulet, and even a zerg buff). And your comparing different units on different races with different costs and timings, things should not always be equal, and those are vary tough comparisons to make (if you could I bet you could balance this game). You could even argue that ghost play at this point is underdeveloped in a lot of Terran players. Its a unit I think even pros still have untapped potential for (so many abilities inc. Nuke O.o). But as a Protoss player I will admit that yes warping in storms at will does indeed feel ridiculous at times, though absolutely necessary in some situations hehehe. I just wanted to ask you, in what situations is warping in storms absolutely necessary? It's one of few things that protoss had to defend against drops...
You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to.
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The thing that you assume (and too many other people as well), is that the Protoss DOES NOT make High Templars while making the normal army- which is very, very wrong. You make Ghosts/Infestors while you make Marines, Lings, Roaches, and all the other pieces, THE SAME WAY that Protoss makes Zealots, Stalkers, and High Templars.
One may assume Protoss has this "instant" ability, but while the production cycles are reversed, there are still production cycles. The warping in during battle occurs more often than not because the Protoss macro slips, not because one waits to reactively drop what units are necessary.
Your argument falls apart when you say:
When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this...
Reactive production is only done in the case of Zerg, and even then, not to the degree that you go from 0 army to fighting army. But in the case of the aforementioned units, the last thing you want to do is to reactively make them. Amulet is necessary because of the weakness of the Gateway army. Infestors and Ghosts are almost never the crucial unit. If a Z goes Mutas, or if a T stays MMM, then one NEEDS HTs, the way the other races work, they never truly NEED their own respective casters. One cannot just say "that's a caster" and equalize, roles and relative importance are completely different.
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On March 02 2011 04:31 tehemperorer wrote:Show nested quote +On March 02 2011 04:29 Willes wrote: Dont forget the fact that HT can morph to Archons right after storms, thats a huge advantage in fights Don't worry, no one is forgetting it. The reason it isn't mentioned is because it doesn't matter in the slightest, and archons have absolutely no power over MMM
Complete bull. Archons are amazing. They tank damage redic hard. I've seen pro terrans lose because at the end there were 4 archons left tearing through the 15 or so marines. They have great DPS, really amazing in against small MM forces.
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On March 02 2011 04:51 Endorsed wrote:Show nested quote +On March 02 2011 04:31 tehemperorer wrote:On March 02 2011 04:29 Willes wrote: Dont forget the fact that HT can morph to Archons right after storms, thats a huge advantage in fights Don't worry, no one is forgetting it. The reason it isn't mentioned is because it doesn't matter in the slightest, and archons have absolutely no power over MMM Complete bull. Archons are amazing. They tank damage redic hard. I've seen pro terrans lose because at the end there were 4 archons left tearing through the 15 or so marines. They have great DPS, really amazing in against small MM forces. Marines maybe, add a marauder and say bye bye mr archon.
A great buff to the archons would be them not being affected by concussive.
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It takes 45 sec to produce Ghost ready for EMP with energy upgrade.
It takes 50 sec to produce Infestor ready for FG with energy upgrade.
It takes 49,5 sec to produce HT ready for Storm without energy upgrade
though i understand your logic and it makes sense But it disregards that cooldowns effects what builded afterwards and that getting Warpgates also cost Production time.
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First, thanks to changing topic name (>Analysis)
Second, to everyone saying that HT nerf should be followed by low-tech unit (Im not going to say "tiers") buff - I agree.
Third, to everyone who said that diversity is important - I agree, I just dont think that this kind of diversity (Protoss needs 5 sec to do something that Zerg needs 50+ seconds to do) is good thing.
And final, to everyone saying that cooldown of previous unit affect current unit - you are wrong. It affect "production rate", and in SC2 production rate =/= prodution time.
For example reactored Factory can build 4 Helions in minute, but it doesnt mean that production time of Helion is reduced to 15 seconds. It only doubles "production rate".
Another example: Zerg can get 10 Ultralisk from one Hatchery per minute (with no stockpiled larvae)- thats "production rate". Production time is always 70 seconds.
Warpgate timeline: 0:05 HT created (1) 0:45 cooldown expires 0:50 HT created (2) 1:30 cooldown expires 1:35 HT created (3) 2:15 cooldown expires
Barrack with Tech Lab timeline: 0:45 Ghost created (1) 1:30 Ghost created (2) 2:15 Ghost created (3)
So as you can see, you are getting every unit, not just first, with 40 seconds reduced build time.
All that cooldown does is keeping same "production rate". But it does not affect production time.
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i really like your conclusion in the end. the game can be balanced around that, but it means that drops of terrans have to be weaker because i don't see a good way to defend drops when you're up to 3+ bases without warping in storms. protoss usually has a slow ass army except for blink stalker and phoenixes, but both don't deal well with stimmed MM + medvac support.
i'm really curious how this change is gonna affect the protoss drop defense, i can't wait to see new ways to deal with (multi-)drops.
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+ Show Spoiler +On March 02 2011 04:47 Eraz0rZ wrote:Show nested quote +On March 02 2011 04:44 Housemd wrote:On March 02 2011 04:40 Wrongspeedy wrote:What Protoss players were complaining about Warp-gate? While your number crunching, tell me how long it takes you to get a ghost with an emp in a real 1v1 game, then tell me how long it takes to do the same with an HT and storm. Why can't the ghost and infestor move after he is done being made? + Show Spoiler +"What does this mean?
When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.
If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.
If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.
If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed." You forgot to mention we have to research storm*. You sound like a troll (okay not a troll, but someone who justifiably hates High Templar) trying to justify a patch that may or may not come (I actually hope it does come. I want stim increased research time, some change to the amulet, and even a zerg buff). And your comparing different units on different races with different costs and timings, things should not always be equal, and those are vary tough comparisons to make (if you could I bet you could balance this game). You could even argue that ghost play at this point is underdeveloped in a lot of Terran players. Its a unit I think even pros still have untapped potential for (so many abilities inc. Nuke O.o). But as a Protoss player I will admit that yes warping in storms at will does indeed feel ridiculous at times, though absolutely necessary in some situations hehehe. I just wanted to ask you, in what situations is warping in storms absolutely necessary? even i can tell you that when your being multiple places harrassed the toss army ussually is only strong in a single ball since the units empower eachother. But the protoss ball is also really slow. so if your being harrased at a expo (3 dropships worth of units) and his main army is attacking you. you WILL lose the expo without proper storms (wich in turn are pretty hard to pull of while multipronge angle attacking)
Practically any time I'm not near an undefended mineral line... Or like others have said, off 2 base you need it to hold off any strong pushes (even with a few HT warped in after you start researching storm, to collect energy, omg yes Protoss players do that too).
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On March 02 2011 04:53 Darneck wrote:Show nested quote +On March 02 2011 04:51 Endorsed wrote:On March 02 2011 04:31 tehemperorer wrote:On March 02 2011 04:29 Willes wrote: Dont forget the fact that HT can morph to Archons right after storms, thats a huge advantage in fights Don't worry, no one is forgetting it. The reason it isn't mentioned is because it doesn't matter in the slightest, and archons have absolutely no power over MMM Complete bull. Archons are amazing. They tank damage redic hard. I've seen pro terrans lose because at the end there were 4 archons left tearing through the 15 or so marines. They have great DPS, really amazing in against small MM forces. Marines maybe, add a marauder and say bye bye mr archon. A great buff to the archons would be them not being affected by concussive. And them being a tad smaller so they arent as retarded as ultralisk Ai (for god sake they are 2 templar the smartest toss unit alive and it cant even move behind a mineral field because the AI thinks the unit is smaller!)
also add a bit more range and i might even consider going templar once again after the patch lol.
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On March 02 2011 04:48 tehemperorer wrote:Show nested quote +On March 02 2011 04:42 avilo wrote: Lots of protoss players themselves were saying that the amulet is too powerful...so yeah...this chang should have come a while ago. It's bad game design to have a match-up where, "i researched khadyarin now the game is over." Which PvT was sorta devolving into.
I remember playing some off-race as protoss, whenever I got a PvT and managed to get the amulet I won lol.
Now protoss will have to actually prepare a defense...just like SC1. You can still do warp in templar to any point on the map with pylon power, but it can't be ah, "oh shit i didn't defend here, let me warp in 5 templar and make an entire army go bye bye ^_^" I respect your level Avilo, but can't as a Protoss I say now Terran should prepare a defense against warp in storms? The balls in their court; if Terran can't put a single viking on patrol near their natural mineral line to stop the WP, whose fault is that? Protoss players have experienced hellion drops so many times we're used to it and preempt it, why can't Terrans do the same?
Terrans do prepare a defense against it...but even in those scenarios if it's an offensive warp-in it's still going to do damage for littel to no effort. Also, we're not even talking warp prisms here, which are absolutely amazing. On maps like xel naga, a lot of P will scatter pylons everywhere on your side of the map, and there are instances where you cannot spare a few units to kill the pylons because T as well must have their army together, and if you send a "few" units to kill a pylon or prism, the Protoss matches those few units with newly warped in ones 
They're nerfing it because it's been too powerful. It always has been. As for drops, drops are different from warp-ins because drops are not instantly at any single point in the map with zero travel time. And no, a lot of times in PvT drops are not pre-emptively defended by Protoss. Good players do stop drops by being ready, but a large majority of the time newly warped in templar/gateway units stop drops.
It's too powerful. Imagine being able to call-down a nuke anywhere on the map...that's essentially what warp-in templar storm is. Maybe Blizz will give that to Terran in an expansion pack ^_^ just kidding lol.
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On March 02 2011 04:50 Kazang wrote:Show nested quote +On March 02 2011 04:48 dragonblade369 wrote:On March 02 2011 04:44 Housemd wrote:On March 02 2011 04:40 Wrongspeedy wrote:What Protoss players were complaining about Warp-gate? While your number crunching, tell me how long it takes you to get a ghost with an emp in a real 1v1 game, then tell me how long it takes to do the same with an HT and storm. Why can't the ghost and infestor move after he is done being made? + Show Spoiler +"What does this mean?
When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.
If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.
If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.
If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed." You forgot to mention we have to research storm*. You sound like a troll (okay not a troll, but someone who justifiably hates High Templar) trying to justify a patch that may or may not come (I actually hope it does come. I want stim increased research time, some change to the amulet, and even a zerg buff). And your comparing different units on different races with different costs and timings, things should not always be equal, and those are vary tough comparisons to make (if you could I bet you could balance this game). You could even argue that ghost play at this point is underdeveloped in a lot of Terran players. Its a unit I think even pros still have untapped potential for (so many abilities inc. Nuke O.o). But as a Protoss player I will admit that yes warping in storms at will does indeed feel ridiculous at times, though absolutely necessary in some situations hehehe. I just wanted to ask you, in what situations is warping in storms absolutely necessary? It's one of few things that protoss had to defend against drops... You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to. 1 medivac loaded with MM demolishes cannons, stalkers. A newly created Medivac doesn't have enough energy to kill with feedback, and if you did go cannons, you lost the game because you wasted minerals in static D that Terran bio is naturally go against.
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add 10 seconds for warpgate transformation and i am fine with your calculation  still you take away the advantage of Protoss Warpgates with this change.
which is giving Protoss the ability to warp in the units needed.
Also you disregard the time Protoss needs to get the Tech for HT and Storm though your production argument is consistent
a Terran has ghosts already for EMP, while Storm is not even close. same for Infestors
Amulet in that regard was the Payoff for it beeing such a long techtree. If Amulet is removed, then Storm research should be removed too, cause that is time that needs to be done additional to everything else.
so if i want to use ur logic:
45 Seconds for Ghost -> EMP ready 50 Seconds for Infestor -> Storm ready 50 Seconds for HT -> Energy for Storm ready (but Storm isn't researched yet 8D) so now it would be 110 Seconds for HT -> Storm ready
see how that view fails now? if all races would get their spell casters at the same time, and didn't have the need to research their spell, then your logic would make absolute sense.
But this isn't the case, Storms are the longest of tech of the 3 and the opponents can outproduce them if they wanted.
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the whole purpose of the warpgate is the unique ability for a race that switches tech EXCEPTIONALLY slow to have some quick response.
Im sorry but it seems like too many T players around here want free wins. Im not saying that the game is well thought out, but P late game dominance is really the only thing keeping the win-loss for PvT reasonable.
You know maybe taking away amulet is a good thing, if blizzard actually wises up to the problem of game phase imbalance. Of course if they are just trying to usher in a second age of Terran domination (which I sadly think is more likely) then it sucks.
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The OP is talking about equalizing caster mechanics, not balancing them. His provided examples show that without the upgrade templar have more energy for storm available to them in comparison to the other casters and their abilities.
While this may equalize how the casters function, it doesn't in anyway balance out their effects on gameplay.For instance, just because marauders have a slowing ability, doesn't mean roaches or stalkers should.
Arguing that things are broken because they are different on a mechanical level as opposed to a fundamental level doesn't make any sense. While it may be more fair, it unbalances how templar work since their slow speed doesn't keep them as efficient units in the army when retreating.
Yes, casters are more equal, that's great. It is also however, immensely stupid to assume that because they are equal, it makes a balanced game.
Looking at this in terms of pure numbers just doesn't form a stable argument.
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Reply to Kazang above.
You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to.
do you know how many stalkers and zealots it takes to kill a single drop ship with marines and marauders with stim??
Your saying that the solution to dealing with drops effectively as protoss is to prevent them from even landing at all? that doesnt make any sense. We are talking about delaing with drops WHEN they happen. When they do happen, ur saying all is lost? the protoss should be punished and be forced to retreat a quarter of his entire army to clean up one drop ship?
Just not a very smart comment.
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On March 02 2011 04:51 Endorsed wrote:Show nested quote +On March 02 2011 04:31 tehemperorer wrote:On March 02 2011 04:29 Willes wrote: Dont forget the fact that HT can morph to Archons right after storms, thats a huge advantage in fights Don't worry, no one is forgetting it. The reason it isn't mentioned is because it doesn't matter in the slightest, and archons have absolutely no power over MMM Complete bull. Archons are amazing. They tank damage redic hard. I've seen pro terrans lose because at the end there were 4 archons left tearing through the 15 or so marines. They have great DPS, really amazing in against small MM forces. Respectfully, you are wrong, you should play protoss and see how far archons get you. Because archons were left vs 15 marines in a pro game happened as an anecdote is not indicative of the vast majority of cases where HT are warped in for a storm, morph, and die, sometimes even while morphin. You're words seem to neglect the fact that after 12 seconds (morph time of archon) that the fight is still happening. By that time, either side has usually won, meaning the morph wasn't instrumental in winning, or it won't help you after you've lost. Typically, High Templar die after a single storm, because of their speed and low hp totals, and how the casting range of storm is within the range of most ranged units of all 3 races.
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I think it's hilarious people are saying ht with storm and amulet upgrades are the only way Protoss have to deal with drops or banshees (they come way before the Protoss will have the tech).
Though this begs the question, what do Zerg or Terran do to defend against drops? If a Zerg doesn't spot it, he's going to lose drones/Queens. If a Terran doesn't spot it (and it's MKP) he'll probably just lose the game, if not just scvs and addons.
But if a Protoss doesn't spot a drop, he should be able to build a couple units where the drop is happening and stop it 5 seconds later?
Removing the amulet doesn't stop the Protoss from just warping in and stopping the drops with other units of course, it's just that templars were so effective against it.
All this does is require more scouting from Protoss players.
On March 02 2011 04:59 jacobmarlow wrote:Reply to Kazang above. Show nested quote + You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to. do you know how many stalkers and zealots it takes to kill a single drop ship with marines and marauders with stim?? Your saying that the solution to dealing with drops effectively as protoss is to prevent them from even landing at all? that doesnt make any sense. We are talking about delaing with drops WHEN they happen. When they do happen, ur saying all is lost? the protoss should be punished and be forced to retreat a quarter of his entire army to clean up one drop ship? Just not a very smart comment.
This is what every other race deals with. Terran drops are insanely hard to deal with as Zerg and Terrans. The Jinro vs MKP match, Jinro has to put a bunch of turrets around his base. Zergs need to surround their bases with overlords so they can snipe the dropships before they can drop everything.
Watch the high level ZvT on gsl, Terran's win by dropping because it is so effective. I'm not saying its wrong or imba, but stop acting like Protoss somehow will be more vulnerable to it.
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So much bull shit flying around in this thread, its obvious a lot of people have no clue what they are talking about.
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On March 02 2011 04:48 tehemperorer wrote:Show nested quote +On March 02 2011 04:42 avilo wrote: Lots of protoss players themselves were saying that the amulet is too powerful...so yeah...this chang should have come a while ago. It's bad game design to have a match-up where, "i researched khadyarin now the game is over." Which PvT was sorta devolving into.
I remember playing some off-race as protoss, whenever I got a PvT and managed to get the amulet I won lol.
Now protoss will have to actually prepare a defense...just like SC1. You can still do warp in templar to any point on the map with pylon power, but it can't be ah, "oh shit i didn't defend here, let me warp in 5 templar and make an entire army go bye bye ^_^" I respect your level Avilo, but can't as a Protoss I say now Terran should prepare a defense against warp in storms? The balls in their court; if Terran can't put a single viking on patrol near their natural mineral line to stop the WP, whose fault is that? Protoss players have experienced hellion drops so many times we're used to it and preempt it, why can't Terrans do the same?
Wait, I find a mishap in your logic. You state that Terran can stop storms by making some vikings to stop incoming Warp Prisms but what about Protoss? Can't they have some High Templar at their expansions to feedback when a medivac comes in? Why don't they just make some phoenixes and patrol their expansions?
Also, protoss have one of the most mobile unit in the game, the STALKER. Blink stalker is one of the most mobile units in the game and could be used to defend drops and other forms of harassment.
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