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Massive units are not affected by concussive shells. If you think they are, you are wrong. It's SPORE crawlers that are being changed, not SPINE. Please read carefully. |
On April 27 2011 23:15 AT_Tack wrote: I remember the stimpack "nerf" and ppl were screaming it was too big and now it doesnt affect shit. Same goes with Warpgate research time. They are juggling numbers but they still wont admit that balance is flawed on a much deeper level.
Useless Patch imo!
They are "juggling numbers" basically to improve PvP. Otherwise they would not have touched warpgate tech most likely. Not exactly a useless patch.
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On April 27 2011 23:05 WhiteDog wrote:Show nested quote +On April 27 2011 22:59 awesomoecalypse wrote:I don't get why people bring out the sound of the nydas. If you manage to finish a nydas worm, how does the sound matter except maybe forcing you to attack right away. The problem is the hitpoints, making it far to easy to kill off. Alternative you could make it cheaper so you can afford throwing out more of them or building two and multi-nydas. If Nydus weren't easy to kill off, it would be horribly, horribly broken, because the very existence of a Nydus would force the Zerg's opponent to keep a significant number of forces in every one of their bases to prevent offensive nydusing. Right now, if you react fast enough you can stop a Nydus with workers alone--which is intentional, because forcing, say, a Toss on 3 bases to keep a a gateway army at every base (or free supply and floating resources so he can warp in on command), simply because the Zerg built a Nydus and might decide to float an Ovie close enough to get vision on one of those bases...is ridiculous. For all that people bitch about the cost of Nydus, it if took a substantial force to kill one quickly, they would be ridiculously cost-effective because for the price of one Nydus you could force your opponent to "waste" a significant number of units by leaving them behind in their bases. Wanting to Nydus into your opponent's base with ease is, frankly, just another kind of cheese. Its like wishing that Ghosts could trigger a Nuclear launch instantaneously. The proper role of the Nydus isn't offense, its improved defense, mobility, and reinforcements. A Nydus halfway between bases can work exactly the way for Zerg that a mid-map Pylon works for Protoss--it cuts reinforcement times down by a ton. A strong Nydus network can make establishing map control a nightmare for Zerg's opponent, and means that if, say, a Terran mech player starts their "death push", Zerg can more easily manuever to hit the Terran's undefended base, while still having a way to pull back for defense if necessary.It may, in fact, be true that Nydus is too expensive for what it gives you in that role--certainly, on most small maps, good creep spread can give you more than enough mobility anyway. But if thats true, then make it cheaper. That keeps it as the exact same role, but just makes it more feasible to use. Giving it more health, on the other hand? That changes its role dramatically, and turns it into a gamebreakingly good tool for offense. So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude... The fact is, in BW nydus were improved defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload. That's for this very reason that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude.
But nydus also lets you start a creep spread in a remote position not connected to your main highway, and actually use queens offensively (which has not been explored at all really).You can set up otherwise impossible flanks, constantly threaten remote expos, and if you are defending an expo with it, then why are you unloading your entire army STARTING at the moment when they are hitting the expo? I mean, if you don't have map vision and are just hoping they don't spot that remote expo, why not at least keep the nydus around to get your drones out instead of loosing them with the hatch?
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So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude...
The fact is, in BW nydus were improving defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload.
That's for this very reasons that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude.
Creep spread is affected by distance--Nydus isn't, which means that the bigger the map gets the larger an edge Nydus provides over ordinary Creep spread.
Lack of defensive units isn't a problem with Nydus, its a problem with the Zerg army. Clearly, the solution to not having good defensive units is not to buff offensive Nydusing.
The fact is, what you're proposing--that Zerg have access to a tool which allows them to instantaneously travel anywhere they can get vision on the map, which the opponent can't easily shut down even if they react in time, is so broken on its face I dunno why you're even debating it.
It'd be like me saying, "Motherships are useless. Warp-in, Colossi cliffwalking and Stargate give the Toss army enough mobility already, so teching up for a super slow, incredibly obvious unit that can cast one, maybe two recall spells for a lot of energy, makes no sense. To fix this, lets make Motherships a lot faster and make Mass Recall cost much less energy, so Motherships could fly around quickly moving the Toss army via Recall." Its stupid. Positioning and mobility are hugely important in SC2, and things which improve them for your entire army (as opposed to, say, drop ships) should come with drawbacks, and should be something that your opponent can react to.
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On April 27 2011 23:21 Haydin wrote:Show nested quote +On April 27 2011 23:05 WhiteDog wrote:On April 27 2011 22:59 awesomoecalypse wrote:I don't get why people bring out the sound of the nydas. If you manage to finish a nydas worm, how does the sound matter except maybe forcing you to attack right away. The problem is the hitpoints, making it far to easy to kill off. Alternative you could make it cheaper so you can afford throwing out more of them or building two and multi-nydas. If Nydus weren't easy to kill off, it would be horribly, horribly broken, because the very existence of a Nydus would force the Zerg's opponent to keep a significant number of forces in every one of their bases to prevent offensive nydusing. Right now, if you react fast enough you can stop a Nydus with workers alone--which is intentional, because forcing, say, a Toss on 3 bases to keep a a gateway army at every base (or free supply and floating resources so he can warp in on command), simply because the Zerg built a Nydus and might decide to float an Ovie close enough to get vision on one of those bases...is ridiculous. For all that people bitch about the cost of Nydus, it if took a substantial force to kill one quickly, they would be ridiculously cost-effective because for the price of one Nydus you could force your opponent to "waste" a significant number of units by leaving them behind in their bases. Wanting to Nydus into your opponent's base with ease is, frankly, just another kind of cheese. Its like wishing that Ghosts could trigger a Nuclear launch instantaneously. The proper role of the Nydus isn't offense, its improved defense, mobility, and reinforcements. A Nydus halfway between bases can work exactly the way for Zerg that a mid-map Pylon works for Protoss--it cuts reinforcement times down by a ton. A strong Nydus network can make establishing map control a nightmare for Zerg's opponent, and means that if, say, a Terran mech player starts their "death push", Zerg can more easily manuever to hit the Terran's undefended base, while still having a way to pull back for defense if necessary.It may, in fact, be true that Nydus is too expensive for what it gives you in that role--certainly, on most small maps, good creep spread can give you more than enough mobility anyway. But if thats true, then make it cheaper. That keeps it as the exact same role, but just makes it more feasible to use. Giving it more health, on the other hand? That changes its role dramatically, and turns it into a gamebreakingly good tool for offense. So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude... The fact is, in BW nydus were improved defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload. That's for this very reason that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude. But nydus also lets you start a creep spread in a remote position not connected to your main highway, and a ctually use queens offensively (which has not been explored at all really).You can set up otherwise impossible flanks, constantly threaten remote expos, and if you are defending an expo with it, then why are you unloading your entire army STARTING at the moment when they are hitting the expo? I mean, if you don't have map vision and are just hoping they don't spot that remote expo, why not at least keep the nydus around to get your drones out instead of loosing them with the hatch? You are basically saying I was right saying nydus is only offensif. I never said it was not the case, I said they are useless defensively in most cases.
As for "then why are you unloading your entire army starting", do you understand that if you have the time to load / unload your whole army, then, with creep spread, you have the time to just move your army into position to defend. Why using a nydus that cost 200 gaz when you can do it on foot ? That was my point.
As for loosing the drone, you have a point, but it's just easier to just be a better gamer, have some kind of map awareness, and run all your drone somewhere else, thus saving your drone and 200 gaz (nydus cost).
On April 27 2011 23:26 awesomoecalypse wrote:Show nested quote +So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude...
The fact is, in BW nydus were improving defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload.
That's for this very reasons that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude. Creep spread is affected by distance--Nydus isn't, which means that the bigger the map gets the larger an edge Nydus provides over ordinary Creep spread. Lack of defensive units isn't a problem with Nydus, its a problem with the Zerg army. Clearly, the solution to not having good defensive units is not to buff offensive Nydusing. The fact is, what you're proposing--that Zerg have access to a tool which allows them to instantaneously travel anywhere they can get vision on the map, which the opponent can't easily shut down even if they react in time, is so broken on its face I dunno why you're even debating it. It'd be like me saying, "Motherships are useless. Warp-in, Colossi cliffwalking and Stargate give the Toss army enough mobility already, so teching up for a super slow, incredibly obvious unit that can cast one, maybe two recall spells for a lot of energy, makes no sense. To fix this, lets make Motherships a lot faster and make Mass Recall cost much less energy, so Motherships could fly around quickly moving the Toss army via Recall." Its stupid. Positioning and mobility are hugely important in SC2, and things which improve them for your entire army (as opposed to, say, drop ships) should come with drawbacks, and should be something that your opponent can react to. I've never said that nydus needs a buff, I was just saying that the way you see the nydus is not how zerg use it because it is not worth it in defense. I'm not saying nydus are useless, just that they are not good to defend. One unit travel to one point to another in a second, but 10 units takes 10 seconds and ARE very weak when then pop out. Zerg army are big, I let you do the math.
About the mothership part, you should just take a little time and think about what you said. Mothership give you the opportunity to recall your entire army, colossi cliffwalking are just ONE UNIT that attack... Would you attack with only a handfull of colossi ? No, that's pointless because you need their meatshield. Warp in can only help you for 5-10 units depending on how many gateways you have. Comparison is not reason if you do it that badly.
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On April 27 2011 23:21 Haydin wrote:Show nested quote +On April 27 2011 23:05 WhiteDog wrote:On April 27 2011 22:59 awesomoecalypse wrote:I don't get why people bring out the sound of the nydas. If you manage to finish a nydas worm, how does the sound matter except maybe forcing you to attack right away. The problem is the hitpoints, making it far to easy to kill off. Alternative you could make it cheaper so you can afford throwing out more of them or building two and multi-nydas. If Nydus weren't easy to kill off, it would be horribly, horribly broken, because the very existence of a Nydus would force the Zerg's opponent to keep a significant number of forces in every one of their bases to prevent offensive nydusing. Right now, if you react fast enough you can stop a Nydus with workers alone--which is intentional, because forcing, say, a Toss on 3 bases to keep a a gateway army at every base (or free supply and floating resources so he can warp in on command), simply because the Zerg built a Nydus and might decide to float an Ovie close enough to get vision on one of those bases...is ridiculous. For all that people bitch about the cost of Nydus, it if took a substantial force to kill one quickly, they would be ridiculously cost-effective because for the price of one Nydus you could force your opponent to "waste" a significant number of units by leaving them behind in their bases. Wanting to Nydus into your opponent's base with ease is, frankly, just another kind of cheese. Its like wishing that Ghosts could trigger a Nuclear launch instantaneously. The proper role of the Nydus isn't offense, its improved defense, mobility, and reinforcements. A Nydus halfway between bases can work exactly the way for Zerg that a mid-map Pylon works for Protoss--it cuts reinforcement times down by a ton. A strong Nydus network can make establishing map control a nightmare for Zerg's opponent, and means that if, say, a Terran mech player starts their "death push", Zerg can more easily manuever to hit the Terran's undefended base, while still having a way to pull back for defense if necessary.It may, in fact, be true that Nydus is too expensive for what it gives you in that role--certainly, on most small maps, good creep spread can give you more than enough mobility anyway. But if thats true, then make it cheaper. That keeps it as the exact same role, but just makes it more feasible to use. Giving it more health, on the other hand? That changes its role dramatically, and turns it into a gamebreakingly good tool for offense. So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude... The fact is, in BW nydus were improved defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload. That's for this very reason that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude. But nydus also lets you start a creep spread in a remote position not connected to your main highway, and actually use queens offensively (which has not been explored at all really).You can set up otherwise impossible flanks, constantly threaten remote expos, and if you are defending an expo with it, then why are you unloading your entire army STARTING at the moment when they are hitting the expo? I mean, if you don't have map vision and are just hoping they don't spot that remote expo, why not at least keep the nydus around to get your drones out instead of loosing them with the hatch?
I can guarantee you don't play zerg, right?
Show me please at least one pro level game where zerg made flank using nydus? I personally didn't see that in whole year.
Your whole army gonna walk all the way through Tal Darim Altar faster than it will go through nydus.
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Why do you guys even play this game if everything is overpowered, underpowered, broken, too fast, too slow and every single patch is worthless, stupid and making every problem just worse. I mean I don't get it.
I see a lot of Brood war references here...did you guys even played it? Or have you just forgot how things used to be? There was a patch like once in a two years and if something was a little offbeat people used to find ways to go around it. Nowdays it feels like that if you die to something, then it must be a clear sign that Blizzard HATES your race. I mean c'mon guys.
And how about the really really good players? Are they here screaming and fighting? No, they are out there playing the game and figuring things out. Maybe you should too.
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1) This is actually the first patch where I haven't been pants shittingly mad at a Blizzard patch. The Ghost change I feel wasn't strictly necessary, but at least it wasn't a bunker build time change.
2) I can't get onto the PTR, I'm assuming it's online, but whenever I try to log in i get this message:
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I remember the stimpack "nerf" and ppl were screaming it was too big and now it doesnt affect shit. Same goes with Warpgate research time. They are juggling numbers but they still wont admit that balance is flawed on a much deeper level.
As a Protoss, I can absolutely say that the Stim change has had a noticeable effect on my games. There used to be a long window in the early-mid game where I was basically desperately trying to hang on vs. Terran infantry until I could get to higher tech units. That is no longer the case--I generally feel like I'm on more or less even footing for a while (there is a timing when terran infantry can have a sick number of upgrades, before Colossi come out, where I tend to run into trouble--but thats okay. there *should* be windows where certain races are more dangerous against others. What there *shouldn't* be is a simplistic dynamic where one race dominates the early game and the other dominates the lategame, which is kinda what PvT used to be prior to the Stim nerf.)
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@ Jausa I like your post the most out the once i read so far on this discussion. I definitely agree that instead of complaining about losing to something people should instead go out and try to figure out a way to stop it. The problem is that people are becoming too lazy with making their own builds since everything online is so easy to find.
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On April 27 2011 21:54 aka_star wrote: grrr, zerg still wont be able to break forcefields on ramp! I guess we're still quite not there with these balance patches. Well after months of asking for archon change they got it. Now we (zerg) need to focus on asking that the queen becomes massive as well :D
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no not fair bunkers should b free
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On April 27 2011 23:44 -Archangel- wrote:Show nested quote +On April 27 2011 21:54 aka_star wrote: grrr, zerg still wont be able to break forcefields on ramp! I guess we're still quite not there with these balance patches. Well after months of asking for archon change they got it. Now we (zerg) need to focus on asking that the queen becomes massive as well :D I object to not being able to lift queens. That would make phoenix so crap against Zerg. Give them some other way to break FFs :/
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On April 27 2011 23:44 -Archangel- wrote:Show nested quote +On April 27 2011 21:54 aka_star wrote: grrr, zerg still wont be able to break forcefields on ramp! I guess we're still quite not there with these balance patches. Well after months of asking for archon change they got it. Now we (zerg) need to focus on asking that the queen becomes massive as well :D
Queens becoming massive would be terrible, it would nullify Stargate openings PvZ since the queen could completely own it especially with a transfuse or 2.
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On April 27 2011 23:21 Haydin wrote:Show nested quote +On April 27 2011 23:05 WhiteDog wrote:On April 27 2011 22:59 awesomoecalypse wrote:I don't get why people bring out the sound of the nydas. If you manage to finish a nydas worm, how does the sound matter except maybe forcing you to attack right away. The problem is the hitpoints, making it far to easy to kill off. Alternative you could make it cheaper so you can afford throwing out more of them or building two and multi-nydas. If Nydus weren't easy to kill off, it would be horribly, horribly broken, because the very existence of a Nydus would force the Zerg's opponent to keep a significant number of forces in every one of their bases to prevent offensive nydusing. Right now, if you react fast enough you can stop a Nydus with workers alone--which is intentional, because forcing, say, a Toss on 3 bases to keep a a gateway army at every base (or free supply and floating resources so he can warp in on command), simply because the Zerg built a Nydus and might decide to float an Ovie close enough to get vision on one of those bases...is ridiculous. For all that people bitch about the cost of Nydus, it if took a substantial force to kill one quickly, they would be ridiculously cost-effective because for the price of one Nydus you could force your opponent to "waste" a significant number of units by leaving them behind in their bases. Wanting to Nydus into your opponent's base with ease is, frankly, just another kind of cheese. Its like wishing that Ghosts could trigger a Nuclear launch instantaneously. The proper role of the Nydus isn't offense, its improved defense, mobility, and reinforcements. A Nydus halfway between bases can work exactly the way for Zerg that a mid-map Pylon works for Protoss--it cuts reinforcement times down by a ton. A strong Nydus network can make establishing map control a nightmare for Zerg's opponent, and means that if, say, a Terran mech player starts their "death push", Zerg can more easily manuever to hit the Terran's undefended base, while still having a way to pull back for defense if necessary.It may, in fact, be true that Nydus is too expensive for what it gives you in that role--certainly, on most small maps, good creep spread can give you more than enough mobility anyway. But if thats true, then make it cheaper. That keeps it as the exact same role, but just makes it more feasible to use. Giving it more health, on the other hand? That changes its role dramatically, and turns it into a gamebreakingly good tool for offense. So you know better than any zerg how to use a nydus. Just because incontrol says so, it doesn't make it true dude... The fact is, in BW nydus were improved defense & mobility for two reasons : 1- NO CREEP SPREAD, so units were kinda slow, and nydus were fitting a role that creep spread does in SC2 which is increase mobility 2 - NO DEFENSIVE UNITS, in SC1 you could pass a defiler, one or two lurker, and a handful of ling through the nydus and you would defend a ramp for ever. In SC2, to defend anything you need your whole army, and you cannot pass your whole army through the nydus because it takes ages to unload. That's for this very reason that blizzard made the nydus a good offensive tool that can pop out everywhere on the map and not only on creep. Because without this, it is fucking useless dude. But nydus also lets you start a creep spread in a remote position not connected to your main highway, and actually use queens offensively (which has not been explored at all really).You can set up otherwise impossible flanks, constantly threaten remote expos, and if you are defending an expo with it, then why are you unloading your entire army STARTING at the moment when they are hitting the expo? I mean, if you don't have map vision and are just hoping they don't spot that remote expo, why not at least keep the nydus around to get your drones out instead of loosing them with the hatch?
Nydus has to be used in some way that you can't do it with drop or you know, just walking there. Zerg is typically not having trouble defending at the moment. We're having trouble putting pressure on the opponent. Setting up flanks is great if you're contained, but at the moment zergs are just trying to not get contained.
Nyduses have to work specifically on a map where its not easy for zerg to get from one point to another (or else we would just run there with our faster units), and you can't pull off the "same thing but better" with drops (because drops are more useful in general). Nyduses are very map dependent, so I'm sick of peoople suggesting that it is some holy grail of strategies.
Yes, Nydus has lots of practical use, and there's definitely room for development. But it's tricky, extremely map dependent, and is simply a waste in many circumstances.
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On April 27 2011 23:44 -Archangel- wrote:Show nested quote +On April 27 2011 21:54 aka_star wrote: grrr, zerg still wont be able to break forcefields on ramp! I guess we're still quite not there with these balance patches. Well after months of asking for archon change they got it. Now we (zerg) need to focus on asking that the queen becomes massive as well :D I really don't get the zergs asking for this. Do our Void Rays really not kill your queens fast enough?
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On April 27 2011 23:46 aruto wrote: no not fair bunkers should b free
I demand Bunkers to spawn at least 2 free Marines + 4 when you Salave them to make up for the Minerals the SCV couldn't mind while building it!
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On April 27 2011 23:44 -Archangel- wrote:Show nested quote +On April 27 2011 21:54 aka_star wrote: grrr, zerg still wont be able to break forcefields on ramp! I guess we're still quite not there with these balance patches. Well after months of asking for archon change they got it. Now we (zerg) need to focus on asking that the queen becomes massive as well :D
Oh god, please let Zergs think the key to victory is to start using Queens off-creep. As someone who enjoys beating Zerg, I'd definitely be in favor of that.
Seriously, massive Queens would make Phoenix harass useless(since you can't lift massive units), and make Void harass really, really strong (since Voids get a damage buff vs. massive), and make attacking a Zerg on creep with a sentry-heavy force really, really dumb. But since you aren't gonna have creep at your opponent's doorstep for a longass time, it would do nothing in terms of allowing Zerg to break forcefields in the early game. It doesn't fix the "problem" in any way. In fact, because every Zerg will have Queens by default, it renders forcefields useless for everything except the one thing you want to "fix", protecting the Toss main in the early game. In army vs. army fights on creep, there'd be no point to forcefielding ever, because Queens could dissolve them so easily. But since Queens suck off creep, it would do nothing to help Zerg be more aggressive until the later stages of the game when the map is covered in creep.
If Zerg are really that pissed off about forcefields, make Tunneling claws cheaper and faster to get. Tunneling roaches already own Toss who are over reliant on forcefields, without rendering FF useless entirely as a tool in general. If you see a Protoss throwing all his gas into sentries early on, there should be a way to punish that...but it should still require some investment. Not something silly like making the Zerg's 2nd most basic unit able to dissolve forcefields by touching them. Zergs should have access to good anti-FF tools, not just in the lategame but at other stages as well. But they should still require choice and investment. "Getting a queen" is not a choice or investment, its something every Zerg not doing a funday monday does by default.
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I've played about 150 games on PTR now with these changes, and I have to say Hallucinate/Protoss scouting after 6m just got a lot worse. I don't know if this was an intended consequence but it messes up midgame for me a lot.
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Can't you just use a couple more chronos on the 2 techs?
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Why change WG research times ???
I dont want to sound foolish and naive but wouldnt a small, lets say 5% increase in cost when you warp units fix this ?
That way people would actually use the '' change warpgate back to gateway '' option !
For example if we are not under any pressure - we keep the gateways while we build our gateway units. Just like T and Z ! ( Possibly keep a few warpgates ready in case we havent scouted and / or fear some sort of harras ) Then, when we want to move out or quickly defend a far corner of our empire - change all into warpgates ! ( Possibly keep a few gateways to keep making units at base cheaper )
It makes sense we cant keep up a massive reinforce-right-outside-your-base-ATTACK on forever unless we have a booming economy, ZERG and TERRAN need to regroup at some point too !
IMO This would make us NEED to scout more & read the opponent better ( ATM its not nessesary because as soon as they attack us we can just warp in the counter, as best we can from WG ( or just block them off with sentries if its a really big army ) which, btw, is fine by me but we should pay a little more for that luxury for that '' early game peace of mind ''
So, like T & Z, we have the choice either we get ( a little ) greedy : keep the gateways with normal priced units, but are vunurable if we didnt scout well and we dont have the proper army composition or position when they attack us ( remember if we scout and see them coming thats plenty of time to change back to WG ) Or we play it safe : if they ( or we ) dont attack. We end up spending more for our army then we would if we stayed on gatways ! Just like Z: '' can I make more drones ??? or do I need to make troops ??? '' .... or like T : '' should I tech up, research X ??? or should I bunker down with my MM ??? ''
I know im not the 1st person to come up with this idea. thats why im curious why blizzard hasen't even considered it as they have played with the WG/GW research/building times allready ! Time for a change ?
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