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In HOTS, low pylons no longer power high ground - Page 36

Forum Index > SC2 General
Post a Reply
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Chamenas
Profile Blog Joined August 2010
96 Posts
November 27 2011 01:38 GMT
#701
If they do this, there's no reason they shouldn't return the range to what it was before. Please Blizzard? Thanks.
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
November 27 2011 01:40 GMT
#702
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/
BwCBlueBox.837
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37021 Posts
November 27 2011 01:43 GMT
#703
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
undyinglight
Profile Joined December 2008
United States611 Posts
November 27 2011 01:49 GMT
#704
I assume that High ground pylons will still provide power to the low ground.
Rise Up!
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
November 27 2011 01:52 GMT
#705
What about vice versa?
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Kindred
Profile Blog Joined May 2010
Canada396 Posts
Last Edited: 2011-11-27 01:59:58
November 27 2011 01:58 GMT
#706
I can understand the change to the range. Which allows higher ground units to shoot the pylon more easily and i can like the fact that canon rushing will be a bit more difficult now on many maps. It doesnt really bother me, as a Protoss player, the change to the pylon. Yes, It kills a couple of advantages P had but fine.

People saying they should remove warpgate though, I dont even think thats a serious statement.
A dominant aspect of SC2 is the speed at which people can reach 200 food. With mules and reactors for T, Inject for Z, P only really has Warpgates to keep up. (no Chrono isnt good for that since you will never have enough to catch up unless you sacrifice, tech research or probe creation)

On November 27 2011 10:43 Seeker wrote:
I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........


IMO, "Super annoying" shouldnt be a reason.
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
shockaslim
Profile Joined December 2010
United States1104 Posts
November 27 2011 01:59 GMT
#707
On November 27 2011 10:43 Seeker wrote:
Show nested quote +
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........


I think the biggest problem with warp-in is that there is no negative effect to having it except for an APM sink. The cool down is faster than that of just a normal gateway, and you can warp-in anywhere. At least if you make reactors on a rax then you can't produce higher tech units out of it.....
Dirty Deeds...DONE DIRT CHEAP!!!
DarKnoob01
Profile Joined July 2011
3 Posts
November 27 2011 02:00 GMT
#708
dats so pointless TT
Zeromadcowz
Profile Joined March 2010
Canada241 Posts
November 27 2011 02:02 GMT
#709
On November 27 2011 10:59 shockaslim wrote:
Show nested quote +
On November 27 2011 10:43 Seeker wrote:
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........


I think the biggest problem with warp-in is that there is no negative effect to having it except for an APM sink. The cool down is faster than that of just a normal gateway, and you can warp-in anywhere. At least if you make reactors on a rax then you can't produce higher tech units out of it.....

There really is no reason to compare each races abilities because the game was created with the idea that each race would be completely different.
Marooned
Profile Joined January 2011
Norway161 Posts
November 27 2011 02:07 GMT
#710
On October 24 2011 18:54 taldarimAltar wrote:
wtf is this shit? PvP was fine... no high ground warpins... lol, no more harrassment, good thing they gave us the oracle!


You know about a unit called warp prism right? Or blink stalkers, phoenixes, void rays, DT's. Plenty of ways to harrass, only difference from using a warp prism and a low ground pylon/high ground warpin is it takes some apm to accomplish. But its not really that much required.
happyness
Profile Joined June 2010
United States2400 Posts
November 27 2011 02:08 GMT
#711
On November 27 2011 10:59 shockaslim wrote:
Show nested quote +
On November 27 2011 10:43 Seeker wrote:
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........


I think the biggest problem with warp-in is that there is no negative effect to having it except for an APM sink. The cool down is faster than that of just a normal gateway, and you can warp-in anywhere. At least if you make reactors on a rax then you can't produce higher tech units out of it.....


Whether the warp mechanic is good or bad for the game doesn't matter; the fact is that it's not leaving. Blizzard is not going to rebalance the game more than they have to with HotS.
Reggiegigas
Profile Joined August 2010
234 Posts
November 27 2011 02:20 GMT
#712
On October 24 2011 18:46 Vardant wrote:
They really have no idea, what Protoss should be like, do they?

Yeah.

They're just changing the game too much, it's becoming too different from what it "should" be like. There's no reasonable way to explain why pylons suddenly can't power high ground.

The entire feel of the race is just affected so much by this change. I don't like it all.

Blizzard should give players MORE tools to diversify and open up venues of builds, not reduce them.
Inertia_EU
Profile Joined October 2010
United Kingdom513 Posts
November 27 2011 02:22 GMT
#713
On October 24 2011 18:42 RyF wrote:
just make a proxy nex and recall. problem solved.

+ Show Spoiler +
just joking



You genius! :D
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 27 2011 02:23 GMT
#714
On October 24 2011 18:46 Vardant wrote:
They really have no idea, what Protoss should be like, do they?


Haha I can actually imagine Dustin Browder having the same problems :D
Life's good :D
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
November 27 2011 02:28 GMT
#715
Question for everyone. How will this affect the use of reverse-ramps on maps for map makers and the competitive scene? I have yet to see a reverse ramp map in SC2 used competitively. If this change of no low ground pylons powering the high ground, then will reverse ramp maps never be used in tourneys combined with cliff-ignoring units/abilities? (blink, colossi, reapers, etc)
forsooth
Profile Joined February 2011
United States3648 Posts
November 27 2011 02:44 GMT
#716
On November 27 2011 10:43 Seeker wrote:
Show nested quote +
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........

No, warp-in is just bad. It allows Protoss to get away with being out of position, allows them to circumvent contains and counterattack in ways that Zerg and Terran could never dream of, greatly mitigates defender's advantage, and just allows for a retarded level of being everywhere at once in general. There's a reason PvX tends to be the weirdest, most unstable, and generally bad matchup in the game. The design of the race is flawed to the core.
Fig
Profile Joined March 2010
United States1324 Posts
November 27 2011 02:47 GMT
#717
If this goes through it would plain and simple make the game less dynamic. Why take out such an interesting (and unexplored) aspect of the race? PvP is already fine, and the ability to warp onto the high ground just adds another cool dimension to the game. And especially since they seem to think protoss needs more cute harass, I don't see why they would take out one of the only options protoss has to harass, and a rather cute one at that.
Can't elope with my cantaloupe
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
November 27 2011 02:47 GMT
#718
On November 27 2011 11:44 forsooth wrote:
Show nested quote +
On November 27 2011 10:43 Seeker wrote:
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........

No, warp-in is just bad. It allows Protoss to get away with being out of position, allows them to circumvent contains and counterattack in ways that Zerg and Terran could never dream of, greatly mitigates defender's advantage, and just allows for a retarded level of being everywhere at once in general. There's a reason PvX tends to be the weirdest, most unstable, and generally bad matchup in the game. The design of the race is flawed to the core.

Yeah man I'm also pretty upset that all three races arent exactly the same. Its bullshit imo
forsooth
Profile Joined February 2011
United States3648 Posts
November 27 2011 02:50 GMT
#719
On November 27 2011 11:47 Bibbit wrote:
Show nested quote +
On November 27 2011 11:44 forsooth wrote:
On November 27 2011 10:43 Seeker wrote:
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........

No, warp-in is just bad. It allows Protoss to get away with being out of position, allows them to circumvent contains and counterattack in ways that Zerg and Terran could never dream of, greatly mitigates defender's advantage, and just allows for a retarded level of being everywhere at once in general. There's a reason PvX tends to be the weirdest, most unstable, and generally bad matchup in the game. The design of the race is flawed to the core.

Yeah man I'm also pretty upset that all three races arent exactly the same. Its bullshit imo

I agree, having to make units where your actual production facilities are is just dumb. Good thing they didn't follow that design principle in BW. It would have been terrible and monotonous.
Fig
Profile Joined March 2010
United States1324 Posts
November 27 2011 02:50 GMT
#720
On November 27 2011 11:44 forsooth wrote:
Show nested quote +
On November 27 2011 10:43 Seeker wrote:
On November 27 2011 10:40 BlueBoxSC wrote:
Good. This needed to happen, it made XvP stupid.

Then again, Protoss shouldn't have the warp mechanic at all. :/


Ehhhhh...... I wouldn't say they shouldn't have it at all. Protoss are always at a huge disadvantage because their pylons power every building (excluding the nexus). Therefore, I don't mind the warpgate ability since it makes sense that the pylon that powers everything should have some sort of special ability to it since once it goes down the buildings around it become useless.

I do however, am so glad that they're getting rid of this low ground pylon warp in high ground ability. It's super annoying........

No, warp-in is just bad. It allows Protoss to get away with being out of position, allows them to circumvent contains and counterattack in ways that Zerg and Terran could never dream of, greatly mitigates defender's advantage, and just allows for a retarded level of being everywhere at once in general. There's a reason PvX tends to be the weirdest, most unstable, and generally bad matchup in the game. The design of the race is flawed to the core.

You just don't like it because it's different. Warp in makes toss unique. If they take out warp-in then protoss is just a bad version of terran.

And don't get me started on mechanics that make the game "easier" for a player. How about supply drop when you forget a depot, mules when you forget workers, and scan when you forget turrets/raven/EMP.

The races are different, that's what makes this game great. They will never get rid of warpgates so just stop complaining about it.
Can't elope with my cantaloupe
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