Could blizzard just change warp in radius without changing pylon radius?
PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 9
Forum Index > SC2 General |
fighter2_40
United States420 Posts
Could blizzard just change warp in radius without changing pylon radius? | ||
loveeholicce
Korea (South)785 Posts
On May 01 2011 03:56 PowerDes wrote: Anyone who says "its not gonna make a difference" clearly does not play protoss. Anyone who says it will clearly likes making a mountain out of an ant hill | ||
loveeholicce
Korea (South)785 Posts
On May 01 2011 03:36 shammythefox wrote: I don't see why they don't just have two separate radii, one for warping in units and one for placing buildings, as this here is clearly detrimental to the game. That wouldnt be walled off against zerglings, they could get between gateway & core. Don;t you get a 2nd pylon before the cyber core anyway? | ||
awesomoecalypse
United States2235 Posts
| ||
Baeksucho
France46 Posts
On May 01 2011 03:56 PowerDes wrote: Anyone who says "its not gonna make a difference" clearly does not play protoss. kinda like those who said that 4range roach instead of 3 was OP clearly don't play zerg. (srsly ?) | ||
green.at
Austria1459 Posts
On May 01 2011 04:00 fighter2_40 wrote: I always knew that reducing pylon radius was going to affect wall offs. Could blizzard just change warp in radius without changing pylon radius? lol you gotta be some kinda fortune teller dude! but your warpin idea is good. i dont give a F*** about cannons tbh, i just want my forge FE to work. and the new pylons just take away too much. | ||
Archerofaiur
United States4101 Posts
On May 01 2011 04:00 fighter2_40 wrote: Could blizzard just change warp in radius without changing pylon radius? That would come at the cost of elegance, flavor and "easy to learn" values. Of course if the need was great enough these costs would be paid but I dont see that need being justified in this situation. | ||
zawk9
United States427 Posts
| ||
epikAnglory
United States1120 Posts
| ||
harDmug
United Kingdom116 Posts
On May 01 2011 04:33 iTzAnglory wrote: IMO thie is not a small problem, I think blizzard should only change the power radius for warping inn onLy. This is what is needed. | ||
Jayrod
1820 Posts
On May 01 2011 04:04 loveeholicce wrote: Don;t you get a 2nd pylon before the cyber core anyway? Yea, but to have to put the 2nd instead of the third pylon into your wall off means you don't have the option to keep your tech hidden at all or the number of gateways etc. It just limits a couple more builds, say an ultra fast twilight council, because protoss can't deny scouting as easily as the other races (marines with range, cheap and fast cost efficient lings).. you literally have to just kind of stand there with the zealot. Putting 2nd pylon in the wall isn't a massive deal, but it does limit a few options to do riskier plays and is generally not where you want to have to put a 2nd one. Its map dependent of course | ||
RemrafGrez
United States180 Posts
| ||
Schnullerbacke13
Germany1199 Posts
| ||
![]()
Falling
Canada11350 Posts
On April 30 2011 21:33 Chaosvuistje wrote: Oh no, you can no longer reach all the way around the nexus to place cannons there using one pylon. In return, this is what you get. Worse timed 4gate in PvP. Worse cannon rushes in PvP. Worse pylon warp in on top of your ramp in PvP. I really don't understand the big deal here. I agree with this. I mean, I guess wallin's will be harder off of fewer pylons, but I'm sure people will figure it out. And the benefits way outweigh the nuisance of re-figuring out wallins. I'm wondering how much this will effect cannon-rushers and if this intentionally or unintentionally nerfs Combat Ex... | ||
Schnullerbacke13
Germany1199 Posts
On May 01 2011 04:42 Jayrod wrote: Yea, but to have to put the 2nd instead of the third pylon into your wall off means you don't have the option to keep your tech hidden at all or the number of gateways etc. It just limits a couple more builds, say an ultra fast twilight council, because protoss can't deny scouting as easily as the other races (marines with range, cheap and fast cost efficient lings).. you literally have to just kind of stand there with the zealot. Putting 2nd pylon in the wall isn't a massive deal, but it does limit a few options to do riskier plays and is generally not where you want to have to put a 2nd one. Its map dependent of course great change, makes hiding tech a tradeoff (no wall then). Currently its too hard to scout a protoss, because of easy wallin. fast stargate, fast dt, fast colossi, hidden 4gate (without the obvious chrono), weird timing pushes. Z basically has to roll dice in order to win. Playing safe (being able to defend anything) will set the Z behind too much. Also i like P being somewhat more vulnerable to early game attacks in case he teches hard :D | ||
blade55555
United States17423 Posts
On May 01 2011 04:56 Schnullerbacke13 wrote: anybody figured out what effect this has on cannon rushes (i play Z) ? While I haven't tested, I am super positive this is going too make cannon rushing harder. I think they are going too have too make at least 2 pylons no matter what too get a cannon rush too work with the patch but may be wrong. Am praying this ends the cannon rushing ^_^ | ||
Geovu
Estonia1344 Posts
First, OP's pics for comparison: Now le BW: ![]() ^This picture aptly demonstrates how far you can place cannons in relation to the nexus. Note that I could have built cannons within the mineral line, and they would be right up against the limit of the pylon radius^ ![]() ^This second picture is to show how far out you can place cannons on a lone pylon, without and interrupting nexus and assimilator cluttering up the picture^ These next three pictures I found quite interesting: + Show Spoiler + ![]() ![]() ![]() What I discovered: -In Brood War, a pylon's radius extends 4 hexes upwards and downwards. -A pylon's radius extends 8 hexes left and right. -However, for cannons and cannons alone the pylon only has an effective radius of 7 in width. This means you can only have 3 cannons of width instead of 4. -A nexus, gateways and stargates are all 4 hexes wide by 3 high -Most other buildings (Core, Robo, etc) are 3 hexes wide by 2 high Vs Starcraft 2: -Currently, pylon radius is 7.5, to be 6.5 in next patch -Nexus is 4 by 4, virtually all other buildings are 3 by 3 You must note that because pylons in BW do not extend as high as their width, and most buildings are not square, it is hard to directly compare between games as to how much this effects gameplay. Also, cannons only had 100/100 hp/shields. In conclusion: Iunno lol. | ||
DragonDefonce
United States790 Posts
| ||
kyophan
United States113 Posts
On May 01 2011 03:05 threepsuedo wrote: big ramps: ![]() screenshots taken on scrapstation How about this? ![]() Any problems with this? | ||
Slago
Canada726 Posts
![]() | ||
| ||