• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:07
CET 00:07
KST 08:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT24Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0226LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
ByuL: The Forgotten Master of ZvT Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 9-15): herO doubles up
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) How do the "codes" work in GSL? Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ACS replaced by "ASL Season Open" - Starts 21/02 [ASL21] Potential Map Candidates Tik Tok Parody about starcraft Ladder maps - how we can make blizz update them?
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Diablo 2 thread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2044 users

In HOTS, low pylons no longer power high ground - Page 42

Forum Index > SC2 General
Post a Reply
Prev 1 40 41 42 43 44 52 Next
PlacidPanda
Profile Joined September 2011
United States246 Posts
June 12 2012 05:07 GMT
#821
On June 12 2012 13:55 SheaR619 wrote:
It probably due to them trying to make mech more viable. Pretty impossible to go mech right away and be safe from all opening. With the possibility of warpign on the high ground gone, alot of all-in are eliminated which make mech opening more safe.

I'm sorry what???? I agree that they are going to buff siege tanks immensely in HoTS but the problem with mech is not the allins, the problem with mech is whenever the toss maxes and we can just a move with chargelots and immortals.
Squirtle Hwaitting!!
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
June 12 2012 06:36 GMT
#822
At first I thought this was silly, then I realized I have literally never warped in from a low ground pylon to high ground nor built a building from a low ground pylon to the high ground in probably several thousand games.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
June 12 2012 06:46 GMT
#823
Cannon rush less viable. A good thing for low-end league cheesing.
Die tomorrow - Live today
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
June 12 2012 07:22 GMT
#824
On June 12 2012 14:07 PlacidPanda wrote:
Show nested quote +
On June 12 2012 13:55 SheaR619 wrote:
It probably due to them trying to make mech more viable. Pretty impossible to go mech right away and be safe from all opening. With the possibility of warpign on the high ground gone, alot of all-in are eliminated which make mech opening more safe.

I'm sorry what???? I agree that they are going to buff siege tanks immensely in HoTS but the problem with mech is not the allins, the problem with mech is whenever the toss maxes and we can just a move with chargelots and immortals.


Disagree. A proper mech composition is stronger than a protoss deathball, as long as you respond correctly. Yea it's probably harder for the terran to make sure he gets a good engagement (and micro'ing well in battle), but still that's like the same way in TvP (arguable though). The later in game you go, the stronger your army gets, and by far. You can easily replace your SCVs for MULEs, hence getting a 165 food army vs his 130. If you think about that, that's almost 6 thors or BCs, in other words about another 2500-3000 HP to tank. That makes a huge difference.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Noruxas
Profile Joined April 2012
Netherlands129 Posts
June 12 2012 07:27 GMT
#825
On June 12 2012 16:22 Yoshi Kirishima wrote:
Show nested quote +
On June 12 2012 14:07 PlacidPanda wrote:
On June 12 2012 13:55 SheaR619 wrote:
It probably due to them trying to make mech more viable. Pretty impossible to go mech right away and be safe from all opening. With the possibility of warpign on the high ground gone, alot of all-in are eliminated which make mech opening more safe.

I'm sorry what???? I agree that they are going to buff siege tanks immensely in HoTS but the problem with mech is not the allins, the problem with mech is whenever the toss maxes and we can just a move with chargelots and immortals.


Disagree. A proper mech composition is stronger than a protoss deathball, as long as you respond correctly. Yea it's probably harder for the terran to make sure he gets a good engagement (and micro'ing well in battle), but still that's like the same way in TvP (arguable though). The later in game you go, the stronger your army gets, and by far. You can easily replace your SCVs for MULEs, hence getting a 165 food army vs his 130. If you think about that, that's almost 6 thors or BCs, in other words about another 2500-3000 HP to tank. That makes a huge difference.


[Sarcasm On]
Sure I mean Feedback does no damage right?
MVP - MMA - Flash - Polt - Gumiho - Jiakji - Last
xjoehammerx
Profile Joined August 2010
United States191 Posts
June 12 2012 07:35 GMT
#826
On June 12 2012 16:22 Yoshi Kirishima wrote:
Show nested quote +
On June 12 2012 14:07 PlacidPanda wrote:
On June 12 2012 13:55 SheaR619 wrote:
It probably due to them trying to make mech more viable. Pretty impossible to go mech right away and be safe from all opening. With the possibility of warpign on the high ground gone, alot of all-in are eliminated which make mech opening more safe.

I'm sorry what???? I agree that they are going to buff siege tanks immensely in HoTS but the problem with mech is not the allins, the problem with mech is whenever the toss maxes and we can just a move with chargelots and immortals.


Disagree. A proper mech composition is stronger than a protoss deathball, as long as you respond correctly. Yea it's probably harder for the terran to make sure he gets a good engagement (and micro'ing well in battle), but still that's like the same way in TvP (arguable though). The later in game you go, the stronger your army gets, and by far. You can easily replace your SCVs for MULEs, hence getting a 165 food army vs his 130. If you think about that, that's almost 6 thors or BCs, in other words about another 2500-3000 HP to tank. That makes a huge difference.


You are partially right. I played mech terran in all matchups for about 6 months, and the real problem with mech is not the dps of the units (a mech army deals an insane amount of dps). The problem with playing mech is that you essentially trade places with the protoss in terms of play style. You sacrifice the mobility you would have had as a bio player (using dropship play with Marines and Maruaders) and instead you sit back and play in a semi-passive manner with the exception of blue flame hellion runbys, and hellion drops. This hellion harassment decreases in effectiveness as the skill of opponents increases and decreases in effectiveness as the game progresses. What that pretty much means is that once a good protoss realizes you are going mech, he will expand everywhere. You cant really deny that (even with BF hellion). He expands everywhere and just techs. Once the mech player maxes and seeks an engagement, a good protoss will use the inherent immobility of mech against the mech player. Basically, unless your protoss opponent obliges you by a-moving his army into your siege line you will have a hard time winning. And if you get caught un-sieged you instantly lose because mech units are expensive and take a long time to make.
I have acquired four score and nineteen difficulties, but a wench cannot be counted amongst them.
cozzE
Profile Joined September 2010
Australia357 Posts
Last Edited: 2012-06-12 07:39:04
June 12 2012 07:38 GMT
#827
Yeah, terran's ultimate deathball gets no where near the protoss equivalent. Unsure of who you're kidding here. HT's are pretty darn good.
Duckvillelol
Profile Blog Joined July 2009
Australia1255 Posts
June 12 2012 07:44 GMT
#828
On June 12 2012 15:46 DarKcS wrote:
Cannon rush less viable. A good thing for low-end league cheesing.


Are you serious? The "low to high" cannon rushes are the easiest to deal with, just be thoughtful with how you deal with it, and scout. If people in "low-end leagues" learn that while they are in "low-end leauges" then they are FAR better for it. I'm not one to say that "everyone should cannon rush, proxy 3rax, 6pool" and whatever EVERY GAME, nor would I say that you should "cannon rush to masters" - but god damn, if you can't a) handle it sometimes and b) dish it out, you really haven't played the game properly.

I'll point out: Yes there are the BOSS MODE pylon-block cannon rushes that you can do on some maps, but I'm purely referring to the low-high ones that are used currently given that the pylon powers the highground.
Former SC2 commentator. youtube.com/duckvillelol
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2012-06-12 07:47:59
June 12 2012 07:47 GMT
#829
On June 12 2012 13:37 Probe1 wrote:
I disagree with the change completely but if it absolutely must go through, go half and half on it. Let pylons warp in on the low ground but not high ground. Or vice versa; pick whichever is better.

But yeah, this is just flat out stripping tactics from the game and making it more bland for the 22 range tempest design.

Yeah I'd say allow high to low ground warp-ins. This happens a lot, e.g. a Pylon on the edge of your base to allow warp-ins just outside of your base on the lower ground. This should definitely remain possible if this change goes through. If high-ground warpins are disabled, they can at least restore the range of the Pylon to what it was before (because it was changed to nerf 4-gate with Pylons on the low ground specifically I believe).
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
June 12 2012 07:47 GMT
#830
On June 12 2012 16:35 xjoehammerx wrote:
Show nested quote +
On June 12 2012 16:22 Yoshi Kirishima wrote:
On June 12 2012 14:07 PlacidPanda wrote:
On June 12 2012 13:55 SheaR619 wrote:
It probably due to them trying to make mech more viable. Pretty impossible to go mech right away and be safe from all opening. With the possibility of warpign on the high ground gone, alot of all-in are eliminated which make mech opening more safe.

I'm sorry what???? I agree that they are going to buff siege tanks immensely in HoTS but the problem with mech is not the allins, the problem with mech is whenever the toss maxes and we can just a move with chargelots and immortals.


Disagree. A proper mech composition is stronger than a protoss deathball, as long as you respond correctly. Yea it's probably harder for the terran to make sure he gets a good engagement (and micro'ing well in battle), but still that's like the same way in TvP (arguable though). The later in game you go, the stronger your army gets, and by far. You can easily replace your SCVs for MULEs, hence getting a 165 food army vs his 130. If you think about that, that's almost 6 thors or BCs, in other words about another 2500-3000 HP to tank. That makes a huge difference.


You are partially right. I played mech terran in all matchups for about 6 months, and the real problem with mech is not the dps of the units (a mech army deals an insane amount of dps). The problem with playing mech is that you essentially trade places with the protoss in terms of play style. You sacrifice the mobility you would have had as a bio player (using dropship play with Marines and Maruaders) and instead you sit back and play in a semi-passive manner with the exception of blue flame hellion runbys, and hellion drops. This hellion harassment decreases in effectiveness as the skill of opponents increases and decreases in effectiveness as the game progresses. What that pretty much means is that once a good protoss realizes you are going mech, he will expand everywhere. You cant really deny that (even with BF hellion). He expands everywhere and just techs. Once the mech player maxes and seeks an engagement, a good protoss will use the inherent immobility of mech against the mech player. Basically, unless your protoss opponent obliges you by a-moving his army into your siege line you will have a hard time winning. And if you get caught un-sieged you instantly lose because mech units are expensive and take a long time to make.


I'm not sure what it is I'm partially wrong on. I was just commenting that it's not true that protoss can just a-move and win, since mech compositions can easily be stronger.

Also I disagree with the mass expanding with Nexus part. It depends on the mech style. If you play a turtle mech style (basically, low tank count early instead of focusing on banshees and thors, opening with something like cloak banshees) then yeah. But if you play a tank hellion style, you'll have a lot of hellions to slow down the protoss. He can't mass expand against that style. Though if i'm wrong, please point me to a replay or something.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Poltergeist-
Profile Blog Joined May 2010
Sweden336 Posts
June 12 2012 08:01 GMT
#831
Sounds like a fine change to me. Doesn't it just give a little bit more of an edge to the defender?

As long as high ground pylons still power the low ground I think it is a good change.
kochujang
Profile Joined July 2010
Germany1226 Posts
Last Edited: 2012-06-12 08:43:37
June 12 2012 08:41 GMT
#832
Once more: Can anyone confirm this with HotS at MLG?
SometimesIworkout
Profile Joined June 2012
Cambodia75 Posts
June 12 2012 08:52 GMT
#833
I was under the impression that pylons draw their energies from the psionic matrix on Aiur, unaffected by such meaningless mortal concepts such as "high ground" and operate within a perfect magnetic radius. The protoss are fools--their technology seems to be regressing rapidly. Soon they will be substituting quartz for khaydarin crystal. Cost-cutting cheap ass protoss.
"my upper chest is weak" "you have no upper chest"
NDDseer
Profile Blog Joined April 2011
Australia204 Posts
June 12 2012 08:55 GMT
#834
On June 12 2012 17:41 kochujang wrote:
Once more: Can anyone confirm this with HotS at MLG?


I hope not. As far as I'm concerned, all this does it remove variety and excitement from the game.

Warping in on different levels of ground is not imbalanced, it just punishes players who are too lazy to properly cover their base with pylons/depots/overlords, and/or rewards good positioning with observers etc. I have yet to see a pro starcraft game that was lost by a low-high or high-low ground warpin that could not have been defended had the loser been properly attentive to the possibility for it.

On June 12 2012 12:45 BronzeKnee wrote:
Removing this makes it a lot harder for Protoss players to punish greedy openers. A lot harder. I strongly oppose this change unless there is some early game buff for Protoss to compensate.

Show nested quote +
On June 12 2012 12:39 Wildmoon wrote:
I like it. I get rid of some gimmick play from Protoss.


Should Blizzard simply removed Cloaked Banshees, Nydus Worms, ect... simply because people see them as gimmicky?


Has it right. The only justification for removing it (some people find it "cheesy" and/or don't like playing against it because they're too lazy to learn/practice the proper response) also applies to cloaked banshees, nydus worms, dts, marine-scv all ins, 4gate, 6 pool, etc etc etc
[On balance, and qq about cheese] "Sure some strategies might be easier to execute, but you can do them too - you have the same tools as your opponent, including your race selection." - Pokebunny
Fueled
Profile Joined October 2011
United States1610 Posts
June 12 2012 08:57 GMT
#835
This will change some PvP builds and PvZ all-ins D:

Doesn't it just give a little bit more of an edge to the defender?


yep
The Wood League - Where a double gas opening can still mean a Marine/SCV all-in
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 12 2012 09:01 GMT
#836
So someone bumped this thread hoping for an answer from the MLG Anaheim build, yet all we get are 5 pages of opinions with not a single real confirmation of this change?

I might be a bit too impatient, but I do find this quite funny. Argue all you want, since no one has any really useful information yet.
ㅇㅅㅌㅅ
scrub96
Profile Joined August 2010
United States76 Posts
June 12 2012 09:10 GMT
#837
On June 12 2012 16:44 Duckvillelol wrote:
Show nested quote +
On June 12 2012 15:46 DarKcS wrote:
Cannon rush less viable. A good thing for low-end league cheesing.


Are you serious? The "low to high" cannon rushes are the easiest to deal with, just be thoughtful with how you deal with it, and scout. If people in "low-end leagues" learn that while they are in "low-end leauges" then they are FAR better for it. I'm not one to say that "everyone should cannon rush, proxy 3rax, 6pool" and whatever EVERY GAME, nor would I say that you should "cannon rush to masters" - but god damn, if you can't a) handle it sometimes and b) dish it out, you really haven't played the game properly.

I'll point out: Yes there are the BOSS MODE pylon-block cannon rushes that you can do on some maps, but I'm purely referring to the low-high ones that are used currently given that the pylon powers the highground.


A guy on my team is top 1000 master player and cannon rushes nearly every game. He has some really tricky builds and it relaly requires you to respond perfectly. I do not think it is as easy to deal with as you think.
Emix_Squall
Profile Joined February 2012
France705 Posts
June 12 2012 09:11 GMT
#838
Is this where I can QQ about Tempest 22 range?
MigzR
Profile Joined October 2011
Portugal89 Posts
June 12 2012 09:31 GMT
#839
This is obviously intentioned to restore back the defenders advantage (which isnt completly restored since you can warp in units anywhere anyway)
skeptic916
Profile Joined June 2011
United States17 Posts
Last Edited: 2012-06-12 09:46:31
June 12 2012 09:40 GMT
#840
I personally don't like this. I think if the Protoss can get the pylon into a position and can view the high ground, pylons should be able to "warp up" to the high ground. It is a calculated risk taken by the Protoss and encourages better scouting in my opinion. But I for one am of the opinion that scouting is still a bit lax among many of the high ranking players. Maybe my premium on information is too high, who knows.
Prev 1 40 41 42 43 44 52 Next
Please log in or register to reply.
Live Events Refresh
Next event in 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason244
StarCraft: Brood War
Artosis 179
nyoken 92
Rock 23
Dota 2
monkeys_forever108
canceldota69
420jenkins65
League of Legends
goblin10
Super Smash Bros
PPMD44
Heroes of the Storm
Khaldor162
Other Games
summit1g6483
Grubby3436
FrodaN2472
shahzam392
ToD193
C9.Mang0163
Liquid`Hasu151
Trikslyr2
Organizations
StarCraft 2
angryscii 18
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 28
• Reevou 9
• IndyKCrew
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21345
League of Legends
• Doublelift2927
• TFBlade1264
Other Games
• imaqtpie1611
• Shiphtur240
Upcoming Events
Replay Cast
53m
PiG Sty Festival
9h 53m
Clem vs Percival
Zoun vs Solar
Escore
10h 53m
Epic.LAN
12h 53m
Replay Cast
1d
PiG Sty Festival
1d 9h
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
1d 10h
Epic.LAN
1d 12h
Replay Cast
2 days
PiG Sty Festival
2 days
Serral vs YoungYakov
ByuN vs ShoWTimE
[ Show More ]
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-18
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.