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In HOTS, low pylons no longer power high ground - Page 38

Forum Index > SC2 General
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bovineblitz
Profile Joined September 2010
United States314 Posts
November 27 2011 08:07 GMT
#741
If you ask me, all that should happen is that the pylon field has to travel up the wall of the cliff resulting in a smaller piece of pylon power reaching the high ground. This would force pylons to be placed basically right next to the cliff for high ground warpins to occur. Proper base vision/building placement would easily spot any low ground pylons that could allow high ground warpins.

This also makes sense if you think of pylon power as a sphere... the 2D ring of power is fattest at ground height, at cliff height the ring would be smaller and the result would be exactly the same as described above.

Here's a terrible paint drawing to illustrate:
[image loading]

As you can see, the energy field simply has less reach when having to travel up a wall allowing only a small area on the high ground in the example. It can be explained either way logically and is a good compromise, IMO.
Telsh
Profile Blog Joined March 2012
United States148 Posts
June 11 2012 22:23 GMT
#742
Did anyone testing at MLG check this out? is it still in HOTS
Berailfor
Profile Joined January 2012
441 Posts
June 11 2012 22:28 GMT
#743
It isn't the worst change ever. Yes the most applicable use that was cool and will be missed was the hallucination warpins. But that was really gimmicky anyway. So it's not that big of a deal if it goes through
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
June 11 2012 22:31 GMT
#744
This will be terrible for cannon rushing in 3v3 and 4v4 games.

THAT IS IMPORTANT GUYS.

(but seriously, this will make me sad.)
"It's the torso" "only more so!"
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
June 11 2012 22:38 GMT
#745
Yay no more cannon rushes :D Or cheesy warping onto high grounds. About time.
Bomber & Jaedong & FlaSh & SNSD <3
i)awn
Profile Joined October 2011
United States189 Posts
June 11 2012 22:46 GMT
#746
I don't know what to think of this but from my experience warping from lower ground isn't that horrible. The guy did build a pylon down there; simply watching your ramp is not enough to be safe and that's how it should be. I'm not sure what they are trying to target canon rushes or just warpins.
speknek
Profile Joined February 2012
758 Posts
June 11 2012 22:50 GMT
#747
any attempt to fix the warpgate mechanic seems good to me
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
June 11 2012 22:51 GMT
#748
this will kill alot of harassment strats that involve warping in with high ground vision
Thats "Grand-Master" SMURF to you.....
Swords
Profile Blog Joined May 2012
6038 Posts
June 11 2012 22:53 GMT
#749
So is it still in? Major change if so.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
June 11 2012 22:54 GMT
#750
This doesn't really feel necessary to me, as I think the issue was more or less fixed when they reduced the pylon radius (which was hugely needed). However, I think anything that makes cheese a bit weaker is a good thing. If it were up to me, I'd take warpin completely away from pylons and only allow it with warp prisms (with some slight buffs to make up for it).
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 11 2012 22:54 GMT
#751
I like this as a toss user, but I wouldn't mind the pylon range back now.
Kill the Deathball
TeamBanished
Profile Joined September 2011
United States301 Posts
June 11 2012 22:54 GMT
#752
I actually like this being a Protoss player, invites players to try and get Warp Prism's more often.
For Aiur
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
June 11 2012 22:55 GMT
#753
Wait so why are people getting the idea that protoss is getting nerfed "again"? They've been buffed in almost every single patch yet the slightest tweak to the warp in mechanic has trigged those very same QQers that the world is going to end..

I actually like this. Do not confuse volatility and creativity. I would take consistency over volatility which is probably the best word that describes any PvX matchups. The problem SC2 faces is that even if you have options, most of them are 1D. Its like a tree with many short roots, not few deep ones with many more branching off the main root.

eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 11 2012 23:00 GMT
#754
All this complaining is cool and all, but I'm still wondering if this was implemented in the MLG Anaheim pre-Beta build of HotS.
ㅇㅅㅌㅅ
herrmus
Profile Joined December 2010
Sweden144 Posts
June 11 2012 23:12 GMT
#755
da fuq?

User was temp banned for this post.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
June 11 2012 23:19 GMT
#756
I thought 4 gate was already dead with not being able to use it on ramp, now they're doing this? It just limits the creativity in the game, sigh...
Flying, sOs, free, Light, Soulkey & ZerO
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
Last Edited: 2012-06-11 23:23:12
June 11 2012 23:22 GMT
#757
On June 12 2012 08:00 eviltomahawk wrote:
All this complaining is cool and all, but I'm still wondering if this was implemented in the MLG Anaheim pre-Beta build of HotS.


When I saw this thread being necroed I thought someone posted whether or not that was the case at the HOTS play stations at MLG Anaheim

Does anyone know if this was in the Anaheim build?
Edit: Not a fan of that change at all.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
WHyTePoWeR
Profile Joined May 2012
Korea (South)132 Posts
June 11 2012 23:23 GMT
#758
wow this is some retarded shit, it completely screws over some viable strategies like the 4gate +1 void ray warp into main thing pretty stupid change
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
June 11 2012 23:24 GMT
#759
On June 12 2012 08:19 Gladiator333 wrote:
I thought 4 gate was already dead with not being able to use it on ramp, now they're doing this? It just limits the creativity in the game, sigh...

Yeah, you can't even do cute 3 gate stuff on Tal'darim / Entombed vs. 1 rax expand. Those were some of my favourite plays ever!!! You're really right... it just limits people from doing cute warp in tactics and cannon crap as well, which I suppose isn't so bad
Shantastic
Profile Joined October 2011
United States435 Posts
June 11 2012 23:25 GMT
#760
You can still cannon rush, but it'll be harder. You'll have to build a pylon on the high ground first under the protection of your cannons on the low ground.

This is a stupid change IMO. The mechanics of low pylon + high-ground vision warp-ins made for much more interesting early-game, especially in PvP, where defending the ramp was so key to holding the attack.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
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