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In HOTS, low pylons no longer power high ground - Page 25

Forum Index > SC2 General
Post a Reply
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VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 24 2011 21:16 GMT
#481
On October 25 2011 06:13 VPCursed wrote:
Show nested quote +
On October 25 2011 06:10 Shiori wrote:
On October 25 2011 06:08 VPCursed wrote:
i've always felt that the voidray strats with warpin on high ground are a little OP.
On some maps it can be very hard to move between ur main bunkers and nat bunkers, and if he can FF the ramp from low ground you just basically lose. I've even seen pros lose to amateurs doing this, despite the pro preparing for it, im honestly surprised by the backlash. There are still many means for protoss aggression, its not like warp prism all in's haven't been uncommon on the ladder lately.

there are plenty of strats that terran can do that are "very hard" to hold off. how is that an argument against them being the game?

its not that its hard to hold off, its that i can look at my game and say.. well maybe i should just build 5-6 raxes from now on when i expand.
I mean, you have to understand that holding this off on some maps is borderline impossible, you cannot prepare for it effectively. Optimally yes.. effectively no.

Or maybe you should have expanded AFTER you had more units?
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 24 2011 21:16 GMT
#482
Warp mechanic was such an awesome idea they have had to nerf it to oblivion xD This is BS.
Revolutionist fan
VPCursed
Profile Blog Joined May 2011
1044 Posts
October 24 2011 21:18 GMT
#483
On October 25 2011 06:16 VirgilSC2 wrote:
Show nested quote +
On October 25 2011 06:13 VPCursed wrote:
On October 25 2011 06:10 Shiori wrote:
On October 25 2011 06:08 VPCursed wrote:
i've always felt that the voidray strats with warpin on high ground are a little OP.
On some maps it can be very hard to move between ur main bunkers and nat bunkers, and if he can FF the ramp from low ground you just basically lose. I've even seen pros lose to amateurs doing this, despite the pro preparing for it, im honestly surprised by the backlash. There are still many means for protoss aggression, its not like warp prism all in's haven't been uncommon on the ladder lately.

there are plenty of strats that terran can do that are "very hard" to hold off. how is that an argument against them being the game?

its not that its hard to hold off, its that i can look at my game and say.. well maybe i should just build 5-6 raxes from now on when i expand.
I mean, you have to understand that holding this off on some maps is borderline impossible, you cannot prepare for it effectively. Optimally yes.. effectively no.

Or maybe you should have expanded AFTER you had more units?

ye, How stupid of me to expand so soon, Terrain is no obstacle for toss and it should never be!

Drolla
Profile Joined September 2010
United Kingdom389 Posts
October 24 2011 21:18 GMT
#484
I feel this will really take away from a part of the game, I don't think this is necessary since they've nerved the pylon range and the vision up ramps range. Who knows it still might not be implemented if they deem the change to be worthless.
Shiori
Profile Blog Joined July 2011
3815 Posts
October 24 2011 21:20 GMT
#485
On October 25 2011 06:18 VPCursed wrote:
Show nested quote +
On October 25 2011 06:16 VirgilSC2 wrote:
On October 25 2011 06:13 VPCursed wrote:
On October 25 2011 06:10 Shiori wrote:
On October 25 2011 06:08 VPCursed wrote:
i've always felt that the voidray strats with warpin on high ground are a little OP.
On some maps it can be very hard to move between ur main bunkers and nat bunkers, and if he can FF the ramp from low ground you just basically lose. I've even seen pros lose to amateurs doing this, despite the pro preparing for it, im honestly surprised by the backlash. There are still many means for protoss aggression, its not like warp prism all in's haven't been uncommon on the ladder lately.

there are plenty of strats that terran can do that are "very hard" to hold off. how is that an argument against them being the game?

its not that its hard to hold off, its that i can look at my game and say.. well maybe i should just build 5-6 raxes from now on when i expand.
I mean, you have to understand that holding this off on some maps is borderline impossible, you cannot prepare for it effectively. Optimally yes.. effectively no.

Or maybe you should have expanded AFTER you had more units?

ye, How stupid of me to expand so soon, Terrain is no obstacle for toss and it should never be!


you do realize i could say the exact same thing of the 1-1-1 and ghost pushes on certain maps, right? you realize i can say the same thing about spotting drops on certain maps, right? if the ONLY thing that protoss has that's hard to deal with are stargate allins, then tough shit bro. your non-allin medivac timing is pretty difficult to deal with. bio with stim is difficult to deal with. i've seen pros lose to horrible players because of the 1-1-1. i've watched terrible terrans clean house with decent protosses for months now. and you're saying that stargate play amounts to a free win on certain maps? no, sir, that is ridiculous and you know it. toss has the hardest time expanding and you know it.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 24 2011 21:21 GMT
#486
On October 25 2011 06:18 VPCursed wrote:
Show nested quote +
On October 25 2011 06:16 VirgilSC2 wrote:
On October 25 2011 06:13 VPCursed wrote:
On October 25 2011 06:10 Shiori wrote:
On October 25 2011 06:08 VPCursed wrote:
i've always felt that the voidray strats with warpin on high ground are a little OP.
On some maps it can be very hard to move between ur main bunkers and nat bunkers, and if he can FF the ramp from low ground you just basically lose. I've even seen pros lose to amateurs doing this, despite the pro preparing for it, im honestly surprised by the backlash. There are still many means for protoss aggression, its not like warp prism all in's haven't been uncommon on the ladder lately.

there are plenty of strats that terran can do that are "very hard" to hold off. how is that an argument against them being the game?

its not that its hard to hold off, its that i can look at my game and say.. well maybe i should just build 5-6 raxes from now on when i expand.
I mean, you have to understand that holding this off on some maps is borderline impossible, you cannot prepare for it effectively. Optimally yes.. effectively no.

Or maybe you should have expanded AFTER you had more units?

ye, How stupid of me to expand so soon, Terrain is no obstacle for toss and it should never be!


You're effectively saying that a 1 Rax FE shouldn't be punishable by a one base all-in that is easily scouted, especially with that handy thing called a Orbital Command.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
virpi
Profile Blog Joined August 2009
Germany3599 Posts
October 24 2011 21:21 GMT
#487
they should fix the warp-in problem in general and the cliff mechanics before they do stupid stuff like this.
first we make expand, then we defense it.
QNdie
Profile Joined June 2011
Poland210 Posts
October 24 2011 21:22 GMT
#488
Holy hell this is terrible. I hope blizz will be happy when gsl becomes full terran, 0 toss and maybe 2 zergs.
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-10-24 21:27:12
October 24 2011 21:24 GMT
#489
I'm guessing it's so you can't build a building on the high ground and then stamp a nexus cannon onto some high-hp building like a forge, right next to a person's base.

The rest of you, shame. Stop kicking your feet and screaming and see how this actually changes things. I honestly don't see this coming into play very often in the tvp that I play, and it's certainly not "Breaking the race" like so many of you are flailing on about.

Seriously, grow up. I wasn't happy about the hellion blue flame nerf either, or the unnecessary reaper nerf (that +1 roach range was all that was needed, and now my favorite unit stinks) but I accepted it in the search for better balance.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 24 2011 21:26 GMT
#490
On October 25 2011 06:22 QNdie wrote:
Holy hell this is terrible. I hope blizz will be happy when gsl becomes full terran, 0 toss and maybe 2 zergs.

Yes, because Zerg is in such a terrible state right now.
/sarcasm
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
kilergrunt
Profile Joined July 2011
United States263 Posts
October 24 2011 21:26 GMT
#491
At first I thought this was just some sort of joke or mistake. I'm no one of importance, but I feel that this is a terrible idea. I hope it doesn't make it to the final version.
Select | iNkA | Tyler | Huk | Idra | Polt | NaNiwa | PuMa | Spanishiwa | DeMusliM | Slush
Bobgrimly
Profile Joined July 2010
New Zealand250 Posts
October 24 2011 21:26 GMT
#492
Is it just me or could this whole thread be changed to "how to correctly use a warp prism to warp in on the high ground offensively"

Seems like all blizzard is trying to do is encourage drop ship usage for protoss and stop the early probe "lol I am in ur base with the whole army ignoring you meager defences at this early point in the game".

For the swarm
worked13
Profile Joined September 2010
Australia93 Posts
October 24 2011 21:30 GMT
#493
What a terrible idea...I've had a lot of success expanding early in PvP (yes, expanding) and getting a fast Robo for Observer. Warp up works extremely well when you need to buy yourself time and can easily warp in a few Zealots onto the high ground in an enemies base as they move out, making them either run back to kill off your units or have to warp in units to defend (making their push less effective). I feel that this change would take away a huge part of both the defensive and offensive capabilities of playing Protoss.
ZenithM
Profile Joined February 2011
France15952 Posts
October 24 2011 21:36 GMT
#494
May this put an end to months of Protoss domination.
Rorschach
Profile Joined May 2010
United States623 Posts
October 24 2011 21:39 GMT
#495
On October 25 2011 06:36 ZenithM wrote:
May this put an end to months of Protoss domination.



i love you.......
En Taro Adun, Executor!
GypsyBeast
Profile Joined December 2010
Canada630 Posts
October 24 2011 21:44 GMT
#496
well thats silly. maybe they should have made HG warp-ins an upgrade at the cybercore? man it long enough that it will eliminate some cheesy thing but cheap enough (50/50) and still short enough so it dosent hurt some stargate+HG warp-ins. seems like a better solution
Ya? Well ill BM you harder! Another win in 10 seconds flat! -Rainbow Dash playing SC2.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2011-10-24 21:55:00
October 24 2011 21:51 GMT
#497
On October 25 2011 06:22 QNdie wrote:
Holy hell this is terrible. I hope blizz will be happy when gsl becomes full terran, 0 toss and maybe 2 zergs.

On October 25 2011 06:36 ZenithM wrote:
May this put an end to months of Protoss domination.


first of all this is a HotS change, there is NO TELLING how all the other additions/changes will leave the balance of the game, so stop being so alarmist.

I'll say it again, the only strats that this causes problems for (remember warp-in still is possible DOWN from cliffs, this is just preventing UP cliffs) is gimmicky builds. If you need to warp in at the top of some cliff so much, get a warp prism. Before that point, it prevents enough cheese and retardation that I'd class it as a good change.

edit:
remember this change is coming in at the same time as the 'make any building a mini-cannon for 20 seconds' ability, along with a mass of others, stop thinking in a vacuum.
Acritter
Profile Joined August 2010
Syria7637 Posts
October 24 2011 21:56 GMT
#498
This is a great change. It means Blizzard can finally improve Protoss.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
dump
Profile Joined August 2010
Japan514 Posts
October 24 2011 22:00 GMT
#499
I'd be fine with this if they restore the ramp vision thing. They only need either or to nerf 4 gate. They're totally overreacting.

Terran's already difficult enough to scout; the vision nerf just made it worse.
HellionDrop
Profile Blog Joined June 2011
281 Posts
Last Edited: 2011-10-24 22:01:40
October 24 2011 22:01 GMT
#500
this is great, warpgates already give you an unfair advantage , at least there is one less thing for me to worry about as terran
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