4gate fixed??? - Page 3
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Xahhk
Canada540 Posts
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mistamike
Switzerland18 Posts
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1284
Canada36 Posts
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TiBe
Mexico200 Posts
On August 26 2011 11:39 Xahhk wrote: You can build like 3 pylons with your probe while your zealot and stalker attacks, I think 4 gaters will just start placing everything up top if they can once this patch hits. I actually do this in my 4 gate rushes against toss, since its a more deadly rush =) | ||
JinDesu
United States3990 Posts
On August 26 2011 11:38 vposud wrote: This doesn't change anything imo. Blink rush is easy to stop with a 3 gate robo. But the high ground radius could affect the warp in for a 4 gate when then the other player barely puts his zealot up the ramp and is able to warp in from the pylon below ground. Erm. Yeah, this thread says "is the 4gate fixed?" This shows that some maps (and I'll be quite a few if not all) have ramps that when ff'd under the old conditions, would still allow warp-ins due to vision, while now there is no vision to warp in, effectively giving the defender more time to get units in to defend the ramp. Blink rush is easy to stop with the long delay in blink research, and the fact that your immortal's +1 range helps it avoid dancing around behind your stalkers as much. | ||
zyce
United States649 Posts
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zyce
United States649 Posts
The Pylon power radius has been particularly harsh on me as my bases are so claustrophobic or underpowered. Hate it. ![]() On August 26 2011 11:41 1284 wrote: This is how I have stopped 4 gate for awhile now. Hahahaha.... How did you pull that off? You've been using a proposed future change to stop 4 gate for "awhile now? :D | ||
Amui
Canada10561 Posts
On August 26 2011 11:38 vposud wrote: This doesn't change anything imo. Blink rush is easy to stop with a 3 gate robo. But the high ground radius could affect the warp in for a 4 gate when then the other player barely puts his zealot up the ramp and is able to warp in from the pylon below ground. It changes a LOT. Now to 4gate you HAVE to have a pylon on the highground if the other guy has a sentry. Previously, depending on ff placement you could either - walk a zealot up onto the side of the ff, see high ground, warp onto high ground, or warp a zealot on the top edge of the ff, and using that zealots vision, warp 3 more on high ground. Now provided you don't screw up your ff, you actually are safe to tech behind a sentry like all other matchups. | ||
biaxiong
United States180 Posts
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deadmau
960 Posts
Terrans are all up in arms about 5 second nerf to Barracks, but Blizzard handed us a bandaid patch of 20 sec warpgate nerf. Will this patch open up expanding in PvP, I'm unsure because of the immortal change, but at least it's not all about ramp derpin and such. TLDR: Revert WG Research and Pylon Radius, they didn't fix pvp and screwed up PvT PvZ. | ||
SoapSC
Netherlands112 Posts
So now this problem is fixed it should be a good idea to revert it and give prottos back early game strenght wich we have been looking for. | ||
Kiangani
United States122 Posts
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Astro-Penguin
554 Posts
On August 26 2011 11:41 TiBe wrote: I actually do this in my 4 gate rushes against toss, since its a more deadly rush =) Its only good to do this against non 3 stalker openings, any 3 stalker opening absoultely stomps this pretty hard. | ||
Mastermind
Canada7096 Posts
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Namu
United States826 Posts
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.Aar
Korea (South)2177 Posts
On August 26 2011 11:47 zyce wrote: Really, they need to give us back Pylon power and Warp Gate timing. Our non-mirror matchups are pathetic, and this is a much better fix. The Pylon power radius has been particularly harsh on me as my bases are so claustrophobic or underpowered. Hate it. ![]() http://www.teamliquid.net/forum/viewmessage.php?topic_id=255254 This thread is about whether 4gate is still possible / viable with the new patch. Not about your opinion on pylon power or warpgate timing. | ||
RyanRushia
United States2748 Posts
On August 26 2011 10:57 Chexx wrote: Just an Idea... do you have time to research hallucination when you do a 4gate? Just hallucinate a phoenix(VR, etc) to get vision of the highground. Then it should be possible to warp in / blink in to the highground. Just an idea of a plat player. this was used a bit in beta, so not terrible idea but this change makes ryan SO HAPPY | ||
deadmau
960 Posts
On August 26 2011 11:55 SoapSC wrote: The revert sounds quite acceptable since the initial reason was that they couldnt warp up the ramp. So now this problem is fixed it should be a good idea to revert it and give prottos back early game strenght wich we have been looking for. Exactly what we needed back, good choice of words. Tired of the cries about 5 seconds to barracks screwing up all these builds...Protoss had their builds messed with badly as well. | ||
KDot2
United States1213 Posts
isn't this really going to hurt Zerg early game scouting in a lot of situations ? | ||
Complete
United States1864 Posts
On August 26 2011 12:12 ShooTouts wrote: I'm a lower level terran so maybe this is a stupid comment but.... isn't this really going to hurt Zerg early game scouting in a lot of situations ? How? Anyways, this is what I always thought they should have done if they wanted to nerf/get rid of 4 gate. I never really understood why it never happened, I assumed I was missing something (it would effect something in another match up i haven't thought of, idk). This, combined with the 20 second blink nerf (big pvp change, kills a lot of blink allins) combined with the immortal buff (though I'm not sure the immortal one will make it through PTR) helps PvP HUGELY IMO. Kills a lot of stupid random blink allin timings that you can just die to if you don't 4 gate them or do something quite defensive. I'm a little worried with the immortal change though it could kill blink builds, but we'll see what comes. | ||
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