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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]](http://img443.imageshack.us/img443/1908/36178579z.png)
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.
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Did anyone testing at MLG check this out? is it still in HOTS
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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
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This will be terrible for cannon rushing in 3v3 and 4v4 games.
THAT IS IMPORTANT GUYS.
(but seriously, this will make me sad.)
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Yay no more cannon rushes :D Or cheesy warping onto high grounds. About time.
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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.
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any attempt to fix the warpgate mechanic seems good to me
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this will kill alot of harassment strats that involve warping in with high ground vision
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So is it still in? Major change if so.
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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).
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I like this as a toss user, but I wouldn't mind the pylon range back now.
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I actually like this being a Protoss player, invites players to try and get Warp Prism's more often.
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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.
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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.
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da fuq?
User was temp banned for this post.
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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...
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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.
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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
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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
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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.
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