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On October 24 2011 18:43 DarKcS wrote:Cmon. low-highround cannon rush was always inbalanced. hurray as a zerg  WHAT??? the only way a protoss can cannon rush the zerg is to place it behind zerg building natural (and that would only happen when they went hatch first)
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rofl at the posts in this thread.
this is an awful change. Awful.
User was temp banned for this post.
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On October 24 2011 18:45 MrBitter wrote: Really silly change. Completely eliminates a lot of Protoss strats that involves warping in on the high ground.
(void ray builds, some phoenix plays, and obviously early gateway cheese)
Why do this? I think you might have answered your own question.
Whether or not removing these tactics is a good idea is debatable, but removing them is almost certainly blizzard's goal.
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Only thing it changes are extremely abusive cannon rushes and warping in from low ground. Cannon rushes can still be performed regardless of this and warping in from low ground was gimicky and making PvP annoying anyway. I don't see how this is a bad change.
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On October 24 2011 18:46 DW-Unrec wrote: No, it doesnt remove new tatics from the game.
They are bringing back the PvP. Its obvious that blizzard does not want 4 gate vs 4 gate all the time. The ramp nerf already made people start using builds like 2 gate robo. This will make FF 100% safe vs protoss 4gate. Already was; and this is just a kick in the balls after you shot Protoss in the head: It does nothing for any match-up but weaken our offensive attacks and still does nothing for 4gate Altar
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On October 24 2011 18:47 shadowboxer wrote: Only thing it changes are extremely abusive cannon rushes which can still be performed regardless of this. This is a great change.
No it doesnt, I listed several scenarios on how this will affect non cheese games.
And PvP will still be 4 gate vs 4 gate on Taldarim, which is the only map still with a 4 gate or die problem.
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dezi
Germany1536 Posts
Awesome change - no more XNC Proxy Gates with Pylon on low ground, no more Warps on top of opponents ramp, No more DTs Warps without a Prism (Prisma kinda buffed due to this change). I like this change
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Russian Federation54 Posts
I do not understand. Will pylon at highground provide power to low or not? if not this is terrible... i want to build my units on lowground while my pylons are on my main
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Either they got for warpgate technology or they scrap the idea entirely, no reason removing every way for protoss to use warp-ins and still let them have it in the few instances that it is cheesy
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Switzerland2892 Posts
I don't like it.
It limits agression and punishing greedy builds.
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Awesome, no more need for scouting my Base vs Protoss is I build a wall in to prevent him from scouting! yay Terran.
Seriously, Blizzard has to compensate for this...
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I understand the problems for simcity it will cause, but it's kinda annoying to lose a game when you perfectly scouted a 4gate : you built the right number of bunkers, but there is a patch of fog of war you forgot to scout in your main, so suddenly, the whole protoss army is in your main killing your shit and your bunkers are useless...
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On October 24 2011 18:52 NormandyBoy wrote: I understand the problems for simcity it will cause, but it's kinda annoying to lose a game when you perfectly scouted a 4gate : you built the right number of bunkers, but there is a patch of fog of war you forgot to scout in your main, so suddenly, the whole protoss army is in your main killing your shit and your bunkers are useless... Well, you fucked up...? It should be possible to be punished for a FE, you know?
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On October 24 2011 18:51 Couguar wrote:I do not understand. Will pylon at highground provide power to low or not? if not this is terrible... i want to build my units on lowground while my pylons are on my main  Supposedly they do.
I think this is an ok change, but they should give pylon its old range back then...
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This change is ok, I guess, as long as the pylon radius gets re-buffed to it's original state (it's annoyingly small right now). Not sure it is really needed though.
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wtf is this shit? PvP was fine... no high ground warpins... lol, no more harrassment, good thing they gave us the oracle!
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On October 24 2011 18:52 NormandyBoy wrote: I understand the problems for simcity it will cause, but it's kinda annoying to lose a game when you perfectly scouted a 4gate : you built the right number of bunkers, but there is a patch of fog of war you forgot to scout in your main, so suddenly, the whole protoss army is in your main killing your shit and your bunkers are useless... well that is your scouting that lack, not the pylon that is overpower 
I really hope they don't go forward with this
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Another reason why most major tournaments end up with less and less P's in the top positions.
Yea, GJ Blizz.
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So... it's more difficult to cannon rush? No more high ground warpins in 2v2 ZP teams 4 gate isn't as strong
I like the first one since cannon rush's are by far the most annoying thing in the game to deal with. Not sure about it though, guess we'll just have to wait for the beta
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blizzard hates protoss, it's official. can't wait for diablo 3....
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