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In HOTS, low pylons no longer power high ground - Page 5

Forum Index > SC2 General
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Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-10-24 10:19:29
October 24 2011 10:19 GMT
#81
On October 24 2011 19:18 nihlon wrote:
I'm not convinced blizzard are doing this due to PvP

They don't have to balance around nearly 4 gates as much if they do it, of course it's for PvP

If high ground pylons can't power low ground now too, I like it.
Edit: omg double posted
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
October 24 2011 10:19 GMT
#82
Uhh, most stargate rushes don't even involve warpins into the mains because a majority of your units that you massed are going to be on the low ground so all you end up doing is trapping half of your units on the high ground and you can't ferry up units onto the high ground. Unless it's some blink stalker void ray all in.

Besides, this is a HotS change, who the fuck knows what's gonna happen until then.
Xayoz
Profile Joined December 2010
Estonia373 Posts
October 24 2011 10:19 GMT
#83
On October 24 2011 18:45 MrBitter wrote:
Really silly change. Completely eliminates a lot of Protoss strats that involves warping in on the high ground.

(void ray builds, some phoenix plays, and obviously early gateway cheese)

Why do this?

To eliminate Protoss starts that involve warping in on the high ground?
Whenever you correct someone's grammar just remember that nobody likes you.
Vardant
Profile Joined November 2010
Czech Republic620 Posts
October 24 2011 10:20 GMT
#84
On October 24 2011 19:18 Cyber_Cheese wrote:
If high ground pylons can't power low ground now too, I like it.

Not sure if serious/trolling? That would be beyond retarded...
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 24 2011 10:20 GMT
#85
oh no i hope they won't revert the ramp vision change, its way more fun that way. And general you complain about something that could revert all the changes done because you could warp up into the main of the opponent.
Really funny. Anyway they will be able to buff the toss early game with this by alot atleast the gateway units, really hoped they would work on this but since it was a really strong mechanic change they couldn't have done it in a normal balance patch,
Slyce
Profile Joined December 2010
United Kingdom173 Posts
October 24 2011 10:21 GMT
#86
I think this is pretty fail....

How are toss players going to punish Command Centre first now without this?

Attack into 3 bunkers? No.
http://www.fm-esports.org/
vol_
Profile Joined May 2010
Australia1608 Posts
October 24 2011 10:21 GMT
#87
My guess is they didn't like warping units on high ground with vision then perma forcefield on the ramp? We'll, thats what I dont like
Jaedong gives me a deep resonance.
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
October 24 2011 10:22 GMT
#88
Yet another awful change to make their job of balancing easier.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
Last Edited: 2011-10-24 10:24:28
October 24 2011 10:22 GMT
#89
It limits toss' option for no reason, we aren't even getting any new warpgate unit in HotS. I isn't a problem now and I fail to see how it could be a problem in the future. Most of the pylon->build on high ground cheese was abusing the maps anyway, if they want it to stop, they can change the maps, duh.

On October 24 2011 19:21 vol_ wrote:
My guess is they didn't like warping units on high ground with vision then perma forcefield on the ramp? We'll, thats what I dont like

It's also something that can be scouted with enough vision and easily prevented. If an action can be stopped by suitable reaction it's balanced.
I will never ever play Mech against Protoss. - MVP
Thug[ro]
Profile Joined October 2005
Romania340 Posts
October 24 2011 10:22 GMT
#90
Although i'm a T i don't like this change.
freewareplayer
Profile Joined July 2011
Germany403 Posts
October 24 2011 10:23 GMT
#91
I dont get how people are complaining about this. All this does is nerf early cheese, everything else is unaffected. Warp prism gives you high ground vision and you can warp up just as fine as you can with a pylon.

This changes nothing after the Protoss player has robo tech, so only the early gimmicky stuff is nerfed.
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
October 24 2011 10:23 GMT
#92
This was something that was coming, Blizzard had stated in the past they didn't like how the Pylon gave power on higher/lower ground but in the WOL engine of the game they didn't manage to do that properly. With a new expansion and a improved engine they are now capable of doing it and they did. I do wonder how this will play out though.
Pokemon Master
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 24 2011 10:23 GMT
#93
not a bad change, there are very minimal 'good' appliances of being able to power up higher ground. The 'bad' effects like making certain cannon rushes too strong and making 4 gate very hard to balance are much worse. All the 'good' effects could just as well be done by a warp prism by the way which is preferrable from a spectator point of view imo.
Lots of maps and lots of other patch changes had to be done because warping up a ramp was too strong imo,
marttorn
Profile Blog Joined May 2011
Norway5211 Posts
October 24 2011 10:23 GMT
#94
It seems like they're not just beating a dead horse, but they killed the wrong horse to begin with.

Poor horse Well, i feel this eliminates more diversity and clever use of the warp in mechanic (and the "building shit" mechanic) not sure quite what else to think as of yet.
memes are a dish best served dank
Teiwaz
Profile Joined September 2010
Austria158 Posts
October 24 2011 10:25 GMT
#95
Hm.

1 more Chrono on Nexus instead of WG research, Robo + WP - offensive high ground warp in "problem" solved. If it fails you can save the WP and won't lose a Pylon anymore. As long as a high ground Pylon still powers low ground I'm not that worried about this change.
↑ Now is the time to make use of the skills and wisdom you have acquired. ↑
Vardant
Profile Joined November 2010
Czech Republic620 Posts
October 24 2011 10:26 GMT
#96
On October 24 2011 19:23 freewareplayer wrote:
This changes nothing after the Protoss player has robo tech, so only the early gimmicky stuff is nerfed.

Nothing...right...it only forces you to get a Robo. That's a great idea.
CodeskyE
Profile Joined January 2011
United States777 Posts
Last Edited: 2011-10-24 10:27:55
October 24 2011 10:26 GMT
#97
me and my clanmate H2O Eradicate were testing the warp-ins on antiga shipyard and look at the screenshot

[image loading]


i can't warp in next to the pylon unless i warp in on the top side of my pylon, or right side of pylon.

if you warp in a zealot, it works though, but not stalker.
nihlon
Profile Joined April 2010
Sweden5581 Posts
Last Edited: 2011-10-24 10:28:14
October 24 2011 10:27 GMT
#98
On October 24 2011 19:19 Cyber_Cheese wrote:
Show nested quote +
On October 24 2011 19:18 nihlon wrote:
I'm not convinced blizzard are doing this due to PvP

They don't have to balance around nearly 4 gates as much if they do it, of course it's for PvP

If high ground pylons can't power low ground now too, I like it.
Edit: omg double posted


I'm still not convinced. It is certainly a consideration but I feel they are doing this more for an overall game play perspective. I'm usually wrong though.
Banelings are too cute to blow up
Danglars
Profile Blog Joined August 2010
United States12133 Posts
October 24 2011 10:27 GMT
#99
Got rid of a lot of our cute tricks (warp in over forcefields may have been bugged vision, but pylon range and warp on ramps? Ugh) and gave us MORE TRICKS (New Protoss units are swiss army knives with just the corkscrews and nail files). I see a trend.

I really REALLY like games where there's straight creativity that wasn't precisely designed We-gave-you-this-unit-that-does-that! Getting vision on high ground and warping in from low ground is just such a great example of this. I break a ramp in PvP, and he forcefields ... but I'm not worried because I've hidden a pylon down his cliff a way that he hasn't spotted, and I get the warpin from the 3 zealots he let through, the last of which died as my first warpin completed!

Let's continue this guys. Blizzard's fair right! Do away with the following:
Forcefields no longer trap anything in place. They push away to the nearest space it can move around. You have to leave a gap in between 4 forcefields trapping something or it pops out every time. Clearly unintended.
Void rays have to kill a unit while charged to preserve charge after switching to new units. Tsk tsk we wanted them as the armored single-target killers, not the Terran walloff kiters!
Stalkers always receive damage in motion as they blink away from projectiles
Archon toil... oh wait
Warpin storms crap. + Show Spoiler +
Don't worry, this is a joke inclusion. Needed nerf and overnerf, water under the bridge

Hold position SCVs attacked with hostile priority.

Don't take from me (Wiki)Oddities
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
GhostFall
Profile Blog Joined March 2010
United States830 Posts
Last Edited: 2011-10-24 10:31:48
October 24 2011 10:27 GMT
#100
So Protoss players are forced to invest into Robo tech and warp prism just to be able to warp onto the high ground? Do you want them to get a warp prism everytime they want to make a cannon on a cliff too as well?
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