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Active: 1869 users

In HOTS, low pylons no longer power high ground - Page 23

Forum Index > SC2 General
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InvalidID
Profile Blog Joined October 2010
United States1050 Posts
October 24 2011 20:10 GMT
#441
Who knows if this change will remain? They did not highlight it, it could be something they are testing in their current build. Its way to early to speculate about these sorts of details.
D_K_night
Profile Joined April 2010
Canada615 Posts
October 24 2011 20:11 GMT
#442
On October 25 2011 02:55 Zaros wrote:
Show nested quote +
On October 25 2011 02:51 VirgilSC2 wrote:
On October 25 2011 02:50 DuneBug wrote:
This is a good change.
There were a few good tactics that you could use, but most shit was just cheese. Photon cannon cheeses or 4gates. This will emphasize the use of the warp prism, which recently got a buff.

I assume you can still warp from high ground to low ground?


On October 25 2011 02:50 Zaros wrote:
I have a question, can a high ground pylon power the low ground?


No, look at the second image in the OP, you cannot go Low > High OR High > Low


K well this is another pointless nerf to protoss which I just hope they revert they should make it so its no warp in but allows power from high to low ground for buildings. Most cannon rushes now a days dont involve high ground low ground stuff anyway.


oh yes they do
Canada
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
October 24 2011 20:11 GMT
#443
Hopefully it's just a bug, it removes a lot of the strategies that protoss had. You can't do Air + warp in on high ground, you can't do timing pushes and then warp in on the high ground.

It's a very silly change if you ask me....
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2011-10-24 20:14:14
October 24 2011 20:12 GMT
#444
There's a lot more than this to be upset with in Hots imo. This just looks like a change to help reduce cheese, which is always good. Most of the new units are terrible, you should be mad about that.

If legit warp gate timings are weakened, they will buff something else to compensate. But cannon rushes must die.
It's spelled LOSE not LOOSE.
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
October 24 2011 20:12 GMT
#445
On October 25 2011 05:01 Treva wrote:
Show nested quote +
On October 25 2011 04:55 VirgilSC2 wrote:
On October 25 2011 04:52 RaiKageRyu wrote:
oh well I guess this makes the pylon radius like creep then....


I'm pretty sure Creep Tumors on the High Ground bleed over onto the low ground. Not 100% though, and I can't really test it right now.

Creep tumors do not bleed over onto the low ground


actually when a creep tumor is placed on a high ground edge/cliff, the creep does bleed over onto the LOW ground, however the original person who stated this says he thinks now it acts like creep does, "MEANING" a creep tumor on the LOW ground will not spread to the high ground only the other way around. just like a pylon on the low ground will not spread the high ground now.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 24 2011 20:13 GMT
#446
This is a good change, but it should also be coupled with some returns to old things that were incorrectly nerfed to compensate for this, like the pylon radius decrease.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Black Octopi
Profile Joined March 2010
187 Posts
October 24 2011 20:14 GMT
#447
On October 24 2011 19:12 die.terran wrote:
omg u cant freaking cheese and warp into based. omg protoss is going to die
My sentiments as well to people's reaction to this.
Gestalt
Profile Joined June 2011
United States39 Posts
October 24 2011 20:16 GMT
#448
On October 25 2011 05:05 VirgilSC2 wrote:

Right, because 40 Seconds on Warp Gate, Pylon Range Reduction, and Pylons not allowing high Ground WarpIns is the same as a 5 Second addition to Barracks build time that actually just brought it in line with the Gateway and Spawning Pool build times.


This. If WG is so messed up because it negates defender's advantage (closer spawn point) to the point that they have to nerf it so badly, just remove it and make gateway units a bit better.
Day[9]: the man to watch when your day has been full of ninja stars ( '_') ~ * * (* '_')
Corvette
Profile Blog Joined October 2010
United States433 Posts
October 24 2011 20:16 GMT
#449
It sucks, because people are confusing cheese with harrass
dump
Profile Joined August 2010
Japan514 Posts
October 24 2011 20:16 GMT
#450
On October 25 2011 05:13 Whitewing wrote:
This is a good change, but it should also be coupled with some returns to old things that were incorrectly nerfed to compensate for this, like the pylon radius decrease.


Most of all they need to fix vision up ramp.

1-1-1 is insanely difficult to scout as it is; the ramp vision nerf just makes that even worse.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
October 24 2011 20:16 GMT
#451
This kills a good amount of Protoss harass and all-in strategies. I really, really hope Blizzard has something big in mind to compensate for this. It's kind of annoying to find out about the shitty nerf without knowing what compensation (if any) you'll get for it.
TurboDreams
Profile Joined April 2009
United States427 Posts
October 24 2011 20:17 GMT
#452
I really think this change is to encourage more warp prism play. It kinda sucks when a building that cost less and adds supply takes the role of what a unit was suppose to do :p
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
bovineblitz
Profile Joined September 2010
United States314 Posts
October 24 2011 20:17 GMT
#453
There goes proxy stargate zealot pressure.
Shiori
Profile Blog Joined July 2011
3815 Posts
October 24 2011 20:20 GMT
#454
i like how everyone is applauding the "end of all-ins" and yet, when the 1-1-1 was all the rage, people were saying "just counter it." how about blizzard just starts making the 1-1-1 impossible to do? yeah, nobody was coming out in support of that, were they? how about bunker rushing against zerg? learn to cope, bro. but protoss gets a *worse* allin? remove it from the game.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-10-24 20:25:43
October 24 2011 20:24 GMT
#455
On October 25 2011 05:16 Corvette wrote:
It sucks, because people are confusing cheese with harrass


amongst many other things.

i'm flabbergasted as people mix "warp-in" and "cheese" together...i really wonder, what kind of cheese rush happens at the 6 minute mark.
age: 84 | location: california | sex: 잘함
ItFightsBack
Profile Joined February 2011
United States3 Posts
October 24 2011 20:26 GMT
#456
I feel like this change will encourage a lot more warp prism play as far as being able to warp on the high ground. I don't think there is enough risk in placing a pylon to warp on the high ground. If it is scouted you lose 100 minerals. No big deal. For zerg and terran to sneak units into the main you have to tech up a lot more than protoss does.

This will make cannon rushing almost nonexistent and because this change so easily changes the dynamic of the 4-gate I think they could bump the pylon radius back up to where it was before the nerf. Although it don't think it is entirely necessary to bump it back up, they can if they want to do so.

This change does suck for those who have used low ground pylons to support part of their simcity. I dont think that is a huge issue either as instances where you want to power something from the low ground seem rather rare.

All in all I think this change is perfect and probably what should have been done to combat the 4-gate in the first place.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 24 2011 20:27 GMT
#457
On October 25 2011 05:24 jinorazi wrote:
Show nested quote +
On October 25 2011 05:16 Corvette wrote:
It sucks, because people are confusing cheese with harrass


amongst many other things.

i'm flabbergasted as people mix "warp-in" and "cheese" together...i really wonder, what kind of cheese rush happens at the 6 minute mark.

The kind of "cheese rush" that can kill off your expansion....


That's right.....expansion.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
SoylentCreep
Profile Joined September 2010
Korea (South)176 Posts
October 24 2011 20:27 GMT
#458
I like this change. At least i can have a realistic chance of stopping that cannon rush on my hatch first on Tal Darim Altar. Just give Toss their pylon range back, that would make it more acceptable i guess. Nerfing cheese like cannon rushes always get a +1 in my book. Cheese shouldn't be removed from the game by nerfing it but it should require some skill and not some 5 apm kiddo derping as they build their wall of cannons while FFE.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 24 2011 20:27 GMT
#459
I don't understand people saying it will remove cannon rushing at all. Maybe in team games but if you're going to cannon rush in higher leagues (in my humble experience) you do it like a man. You warp that shit in right in front of their face- not using cliffs.

Personal experience- don't argue with me how I'm wrong.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 24 2011 20:30 GMT
#460
On October 25 2011 05:27 SoylentCreep wrote:
I like this change. At least i can have a realistic chance of stopping that cannon rush on my hatch first on Tal Darim Altar. Just give Toss their pylon range back, that would make it more acceptable i guess. Nerfing cheese like cannon rushes always get a +1 in my book. Cheese shouldn't be removed from the game by nerfing it but it should require some skill and not some 5 apm kiddo derping as they build their wall of cannons while FFE.

You're saying there should be nothing to punish you for HATCHERY FIRST?

Jesus christ, that's like me saying you should need 2 Overlords to make a Spawning Pool so I can Nexus First safely.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
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