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Balance Patch Coming Soon - July 22 - Page 20

Forum Index > SC2 General
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Hider
Profile Blog Joined May 2010
Denmark9388 Posts
July 24 2014 10:35 GMT
#381
Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.


Doesn't this apply to zerg as well? Zerg can in various phases of the game completley outproduce it's opponent.
Goofinator
Profile Joined September 2013
England45 Posts
Last Edited: 2014-07-24 10:37:19
July 24 2014 10:35 GMT
#382
Imo the best/most simple way to solve the defenders advantage problem with warpgate and to give a valid choice between gateways and warpgate is to make it so that warped in units start with no shields whereas units produced from gateways have full shields. This means that reinforcing an attack is not going to be as effective because your units are going to be weaker until their shields come online so attacks cannot snowball as easily and also means that protoss are punished for not having units in position to defend defensively (sure you can warp in a bunch of zealots to defend a drop, but if you do then they are not as strong as if you had had them in position beforehand and gained their shields).

This would help with PvP as well because there is a major defenders advantage to having units produced with gateways with shields as opposed to units produced wiith warpgate without shields. This means that the mothership core and photon overcharge can be changed to not ruin games. I don't know why this wasn't done ages ago.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 10:38 GMT
#383
On July 24 2014 19:35 Hider wrote:
Show nested quote +
Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.


Doesn't this apply to zerg as well? Zerg can in various phases of the game completley outproduce it's opponent.

Yes.
I obviously wanna change the creep speed effect and the inject.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
July 24 2014 10:41 GMT
#384
On July 24 2014 19:38 Foxxan wrote:
Show nested quote +
On July 24 2014 19:35 Hider wrote:
Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.


Doesn't this apply to zerg as well? Zerg can in various phases of the game completley outproduce it's opponent.

Yes.
I obviously wanna change the creep speed effect and the inject.


But in this case your looking to solve a macromechanic issue by tweaking stats.
Wouldn't it be possible to apply the same reasoning to protoss production?
Svizcy
Profile Joined May 2010
Slovenia300 Posts
July 24 2014 10:44 GMT
#385
On July 24 2014 19:35 Goofinator wrote:
Imo the best/most simple way to solve the defenders advantage problem with warpgate and to give a valid choice between gateways and warpgate is to make it so that warped in units start with no shields whereas units produced from gateways have full shields. This means that reinforcing an attack is not going to be as effective because your units are going to be weaker until their shields come online so attacks cannot snowball as easily and also means that protoss are punished for not having units in position to defend defensively (sure you can warp in a bunch of zealots to defend a drop, but if you do then they are not as strong as if you had had them in position beforehand and gained their shields).

This would help with PvP as well because there is a major defenders advantage to having units produced with gateways with shields as opposed to units produced wiith warpgate without shields. This means that the mothership core and photon overcharge can be changed to not ruin games. I don't know why this wasn't done ages ago.


You can't do that, cause then reactored buildings become OP vs this in midgame. Also queen injects would then need to be atuned. No reasson to fix the issue where it doesnt exists.
Only thing terran needs is 1-2 buffs to it's late game units, not sure which but i am cheering for tank.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 10:55:18
July 24 2014 10:46 GMT
#386
On July 24 2014 19:35 Goofinator wrote:
Imo the best/most simple way to solve the defenders advantage problem with warpgate and to give a valid choice between gateways and warpgate is to make it so that warped in units start with no shields whereas units produced from gateways have full shields. This means that reinforcing an attack is not going to be as effective because your units are going to be weaker until their shields come online so attacks cannot snowball as easily and also means that protoss are punished for not having units in position to defend defensively (sure you can warp in a bunch of zealots to defend a drop, but if you do then they are not as strong as if you had had them in position beforehand and gained their shields).

This would help with PvP as well because there is a major defenders advantage to having units produced with gateways with shields as opposed to units produced wiith warpgate without shields. This means that the mothership core and photon overcharge can be changed to not ruin games. I don't know why this wasn't done ages ago.


So you want:
A) PO to be nerfed
B) Warptech to be nerfed both offensively and defensively,

How is protoss gonna be compensated here? How is protoss gonna defend various harass/pressure-plays? If you suggest you can balance it by buffing WG-units, doesn't that also just imply that protoss 200/200 ball is stronger?

So from my perspective, it looks as if this solution creates multiple new issues that needs to be adressed. That's why I belive my solution is a ton simpler, becasue it buffs protoss in one way and nerfs it in another while still creating a larger defenders advantage wihtout buffing the 200/200 ball:

A) Protoss gets buffed by Robo-tech being more accessible.
B) Protoss gets nerfed by a slight weakning of the combat stats of WG-units --> effectively increases defenders advantage.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 24 2014 10:48 GMT
#387
--- Nuked ---
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 10:48 GMT
#388
On July 24 2014 19:41 Hider wrote:
Show nested quote +
On July 24 2014 19:38 Foxxan wrote:
On July 24 2014 19:35 Hider wrote:
Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.


Doesn't this apply to zerg as well? Zerg can in various phases of the game completley outproduce it's opponent.

Yes.
I obviously wanna change the creep speed effect and the inject.


But in this case your looking to solve a macromechanic issue by tweaking stats.
Wouldn't it be possible to apply the same reasoning to protoss production?

Yes.
Its a bit trickier but yes, its possible for certain most likely
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 10:54 GMT
#389
On July 24 2014 19:29 Foxxan wrote:
Show nested quote +
On July 24 2014 19:16 Big J wrote:
On July 24 2014 18:59 Foxxan wrote:
If all races produced units like Terran does then this game would be a lot more boring.

Why? Isnt this a bit to much black and white thinking?

If the units behave differently with really great unitinteractions i take that every day in the way over
"zealots cant micro"
"stalkers suck"


But can't you just have both? It's not really different creating fun unit interactions for a unit relations like 2:1 than it is for 1:1. At the end of the day, you are never going to have "perfect fights", in which the armies do have the perfect cost/supply/power-even unitcounts anyways, so your interactions have to be created robust against "number imbalances" anyways.

Also, people that say stalkers suck have no clue about the game.

Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.

Getting it 1:1 in one versus one is probably hard, yes.
But getting 1:1 in two versus two or three versus two etc is probably easier.
Atleast closer with "equal" macro against each other.


My opinion is that stalker is a pretty weak unit, yes.
I know about this supply effecient versus zerg but that comes later, much later.
Versus terran however, he is plain bad overall in fighting power.
And i cant care less if stalker is strong later in the game, its still a shitty boring unit for me with his boring blink.

Yes, my opinion, boring ability yet its a strong ability initself.

Also, you truly believe a warpgate like this is possible to get it "right"?
Two units the first round, no walking distance, can morph from a pylon which can be built anywhere.

28sec cooldown on the zealot+5sec warpin. CB can reduce the cooldown by 10sec~ .

Maybe you are clueless about the game?


Of course the stalker is weak in fighting power, when it can shoot ground+air and is fast+has blink+has massive health regeneration. That doesn't make the unit suck. It just loses to the most powerful early game combat units, which is the purpose of a powerful early game combat units in plain fights.

Warpgate isn't that bad for the game. It gives Protoss pretty fun harassment capabilities that they wouldn't have against bio and zerg. The only bigger issue with it is the endless amounts of timing attacks it creates in the early game, which could be solved quite easily by delaying the tech or by nerfing the cooldown times of warpgate units.
Yes, of course 28seconds for a 100/0 unit from a 150/0 production facility when that race also has CB available is quite a strong production mechanic, when a Terran needs a 200/50 facility to produce a 100/0 costequivalent in 25seconds. Which is a problem of production time/gateway costs.

Of course you can pin it on the warp-ins, you can also pin it on a lot of other things. If I was to create a warpgate myself, I surely wouldn't put a stalker or HT/Archon type of unit on it. I would make it much more limited in terms of what it can produce, just like you don't put a siege tank on a techlabbed barracks or how you don't let Zerg open with Terrain-ignoring, combatcapable mutalisks at 7mins.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 11:11:22
July 24 2014 11:02 GMT
#390
Of course you can pin it on the warp-ins, you can also pin it on a lot of other things. If I was to create a warpgate myself, I surely wouldn't put a stalker or HT/Archon type of unit on it. I would make it much more limited in terms of what it can produce, just like you don't put a siege tank on a techlabbed barracks or how you don't let Zerg open with Terrain-ignoring, combatcapable mutalisks at 7mins.


Yeh, I actually look at warptech as having paralels to how Mech works.

If we look at mech it has the very mobile, easy to replenish, harassfocussed Hellions which functions as support during battles.
And then the backbone consist of Siege Tanks/thors which takes a longer time to produce and is less mobile.

WG-units should ideally be comparable to Hellions. Should support the backbone units during the battle while offering harass opportunities during the rest of the game.
The backbone = Robo-units.

But the thing that kinda went wrong for Toss designwise in Sc2 was that toss can do too strong timing-attacks without the backbone/with minimal usage of it (plus ofc that the design of the backbone units them selves is pretty bad).

That's why, if anything, Stalkers are too strong atm. If they were weaker in straight combats (but had a different advantage), protoss would need to rely more on the backbone (robo units) to win straight up engagements.
Goofinator
Profile Joined September 2013
England45 Posts
July 24 2014 11:08 GMT
#391
On July 24 2014 19:46 Hider wrote:
Show nested quote +
On July 24 2014 19:35 Goofinator wrote:
Imo the best/most simple way to solve the defenders advantage problem with warpgate and to give a valid choice between gateways and warpgate is to make it so that warped in units start with no shields whereas units produced from gateways have full shields. This means that reinforcing an attack is not going to be as effective because your units are going to be weaker until their shields come online so attacks cannot snowball as easily and also means that protoss are punished for not having units in position to defend defensively (sure you can warp in a bunch of zealots to defend a drop, but if you do then they are not as strong as if you had had them in position beforehand and gained their shields).

This would help with PvP as well because there is a major defenders advantage to having units produced with gateways with shields as opposed to units produced wiith warpgate without shields. This means that the mothership core and photon overcharge can be changed to not ruin games. I don't know why this wasn't done ages ago.


So you want:
A) PO to be nerfed
B) Warptech to be nerfed both offensively and defensively,

How is protoss gonna be compensated here? How is protoss gonna defend various harass/pressure-plays? If you suggest you can balance it by buffing WG-units, doesn't that also just imply that protoss 200/200 ball is stronger?

So from my perspective, it looks as if this solution creates multiple new issues that needs to be adressed. That's why I belive my solution is a ton simpler, becasue it buffs protoss in one way and nerfs it in another while still creating a larger defenders advantage wihtout buffing the 200/200 ball:

A) Protoss gets buffed by Robo-tech being more accessible.
B) Protoss gets nerfed by a slight weakning of the combat stats of WG-units --> effectively increases defenders advantage.


I don't think Protoss would need to be compensated, they would just need to learn how to play RTS by actually having units in position and ahead of time.
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-07-24 11:22:02
July 24 2014 11:14 GMT
#392
On July 24 2014 19:16 Hider wrote:
Show nested quote +
I think there should be some kind of trade-off, there should be some incentive to use regular gateways over warp gates. Maybe templars and sentries coming from gateways can start with extra energy, and if you warp them in they start with very low or even no energy. Maybe try limiting warp ins by making each round increase the cooldown until you stop warping in to let it "cool down" for a minute or something.


So I kinda see this as the "naive" game-designers dream. This dream consist of wanting to create tradeoffs everywhere in order to create as many decisions as possible into the game. The warptech/gateway-tradeoff reminds me a lot of the debate when Speedmedivacs were introduced as people wanted to have a cost to the usage of the speed-boost.

The reason why I called this line of thought naive is that it ignores whether the added "decisions" makes gameplay more fun over the longer haul.

The main question that should be asked for Speedmedivac was whether restricting terrans from using the speedboost would make the game more fun to play. I always spoke against that as would be a nerf to dropplay + a nerf to pickup units after a battle and then escape them. Overall that would lead to more passive play.
And while making Starcraft more decisions-based (at the expense of mechanics/gameplay) perhaps can make the game interesting for a week or two, the optimal usage of the "decisions"-based abilities will be figured out quite quickly and then the game will be quite unfun.

So add decision into the game if it will create new dynamics and interactions that have potential to be fun even when the game is figured out. But don't add decisions at the exepense of gameplay.

The parallels I draw here to warptech and gateway is that I do not think it's fun at all to switch back and fourth between WG and Gateways. If that really was the case every protoss player in Starbow would just do that all the time. But noone really seems to be willing to learn that even though it theoretically has clear advantages.

Further, it doesn't even add any unique mechanics to protoss. Protoss already has the decision behind a normal productionfacilitiy in the Robo and the "instant" production facility in WG. WG's doesn't need to have a "normal" option as well - That will just make it overlap more with the way Robotics Facility works.

Rather, I suggest to make the Robo cheaper and then create a real decision behind how many robo's you want relative to warpgates. While this suggestion mainly is due to gameplay reasons, it does also create a more interesting tradeoff as well.

Maybe I should have clarified, in addition to creating incentives to use regular warp gates, there should be a straight up nerf to WG, which could allow for some other interesting options as well, even tinkering with the t1 protoss units. That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway. Being able to teleport units in a massive strong ability, and the choice between warping in and building normally could absolutely be both interesting and significant. It just takes a carefully balanced trade off between the two.

Furthermore, that decision will be highly fluid, it will depend on maps, on economy, on the enemy unit comp, on your unit comp etc, there are so many variables to a choice between WG and gateway, assuming there is a realistic choice in the first place, that I strongly doubt there will ever be a one-size-fits-all answer to whether to warp in or not. The medivac analogy does not hold up, the speedboost only ever serves a single purpose, a WG vs gateway dynamic is much more dynamic, the choice changes constantly.

As for promoting heavier robo play, that is plausible, but that runs into the brick wall of protoss robo units being so hugely powerful, again as a direct result of their T1 units being rather bad. If we want to make multiple robo builds a more standard thing, we can't leave the units as they are. The idea of weakening t1 protoss units further is something I very strongly disagree with, protoss does not need to lean or their t2-3 gas units any more than they already do. If anything we should be looking to do the opposite.
"Digital. They have digital. What is digital?" - Donald J Trump
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 11:26:12
July 24 2014 11:19 GMT
#393
That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway.


No I understood you fully, and that is how you create a tradeoff: You add risks/downsides to decisions, but that isn't interesting in it self. Let me try to use a real-world example to illustrate my point. Let's say I go out to buy groceries and has the options between buying some healthy food that tastes kinda medicoore and some snacks that taste really well, but isn't healthy. Do I really say, wow this tradeoff is so interesting, thank you god/evolution/science for making the world this way. Or wouldn't I prefer that snacks both tasted better and was more healthy at the same time?

The latter is IMO a superior scenario and thus my point is that if there is a tradeoff between boring options and fun options as a replacement for only having a fun option, then adding the tradeoff isn't good.

I don't belive that switching back-and-fouth between Warp-tech and Gateway is ever gonna be something that will be considered fun. I draw parallels to when I as a terran sees Ultralisks and need to lift up my reactor-barracks, and then find some space so I can rebuild them with techlabs.
You could argue here that this is a decisoin between me continuing to continue to pump out faster Marines or choosing to invest in techlabs so i can build the more cost-effective Maurauders. But in fact, it's super boring to execute this type of tradeoff and the decision is quite trivial as well. (most decision typically are).

Fro
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-07-24 11:30:53
July 24 2014 11:25 GMT
#394
On July 24 2014 20:19 Hider wrote:
Show nested quote +
That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway.


But this is kinda my point. When your adding risks your creating a tradeoff, but that isn't interesting in it self. Let me try to use a real-world example to illustrate my point. Let's say I go out to buy groceries and has the options between buying some healthy food that tastes kinda medicoore and some snakcs that taste really well, but isn't healthy. Do I really say, wow this tradeoff is so interesting, thank you god/evolution/science for making the world this way. Or wouldn't I prefer that snacks both tasted better and was more healthy at the same time?

The latter is IMO a superior scenario and thus my point is that if there is a tradeoff between boring options and fun options as a replacement for only having a fun option, then adding the tradeoff isn't good.

I find this argument very strange. Races are supposed to have weaknesses. Just because something is fun to play with does not mean it's good for the game. Again, your analogy is bad. There is no downside to a meal that is both healthy and tasty. There are definite downsides to elements in games that may be fun, but have deleterious effect on the game as a whole.

And arguing about whether something is fun or boring is fallacious either way, fun is subjective. I think a WG/gateway dynamic is a lot more interesting and fun than just WG.
"Digital. They have digital. What is digital?" - Donald J Trump
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 11:27 GMT
#395
On July 24 2014 20:14 Squat wrote:
Show nested quote +
On July 24 2014 19:16 Hider wrote:
I think there should be some kind of trade-off, there should be some incentive to use regular gateways over warp gates. Maybe templars and sentries coming from gateways can start with extra energy, and if you warp them in they start with very low or even no energy. Maybe try limiting warp ins by making each round increase the cooldown until you stop warping in to let it "cool down" for a minute or something.


So I kinda see this as the "naive" game-designers dream. This dream consist of wanting to create tradeoffs everywhere in order to create as many decisions as possible into the game. The warptech/gateway-tradeoff reminds me a lot of the debate when Speedmedivacs were introduced as people wanted to have a cost to the usage of the speed-boost.

The reason why I called this line of thought naive is that it ignores whether the added "decisions" makes gameplay more fun over the longer haul.

The main question that should be asked for Speedmedivac was whether restricting terrans from using the speedboost would make the game more fun to play. I always spoke against that as would be a nerf to dropplay + a nerf to pickup units after a battle and then escape them. Overall that would lead to more passive play.
And while making Starcraft more decisions-based (at the expense of mechanics/gameplay) perhaps can make the game interesting for a week or two, the optimal usage of the "decisions"-based abilities will be figured out quite quickly and then the game will be quite unfun.

So add decision into the game if it will create new dynamics and interactions that have potential to be fun even when the game is figured out. But don't add decisions at the exepense of gameplay.

The parallels I draw here to warptech and gateway is that I do not think it's fun at all to switch back and fourth between WG and Gateways. If that really was the case every protoss player in Starbow would just do that all the time. But noone really seems to be willing to learn that even though it theoretically has clear advantages.

Further, it doesn't even add any unique mechanics to protoss. Protoss already has the decision behind a normal productionfacilitiy in the Robo and the "instant" production facility in WG. WG's doesn't need to have a "normal" option as well - That will just make it overlap more with the way Robotics Facility works.

Rather, I suggest to make the Robo cheaper and then create a real decision behind how many robo's you want relative to warpgates. While this suggestion mainly is due to gameplay reasons, it does also create a more interesting tradeoff as well.

Maybe I should have clarified, in addition to creating incentives to use regular warp gates, there should be a straight up nerf to WG, which could allow for some other interesting options as well, even tinkering with the t1 protoss units. That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway. Being able to teleport units in a massive strong ability, and the choice between warping in and building normally could absolutely be both interesting and significant. It just takes a carefully balanced trade off between the two.

Furthermore, that decision will be highly fluid, it will depend on maps, on economy, on the enemy unit comp, on your unit comp etc, there are so many variables to a choice between WG and gateway, assuming there is a realistic choice in the first place, that I strongly doubt there will ever be a one-size-fits-all answer to whether to warp in or not.

As for promoting heavier robo play, that is plausible, but that runs into the brick wall of protoss robo units being so hugely powerful, again as a direct result of their T1 units being rather bad. If we want to make multiple robo builds a more standard thing, we can't leave the units as they are. The idea of weakening t1 protoss units further is something I very strongly disagree with, protoss does not need to lean or their t2-3 gas units any more than they already do. If anything we should be looking to do the opposite.


Well, if you do not want to work on redesigning robo or stargate tech or whatever should be the backbone of the combat army, I think a reasonable starting point would be to just make it impossible to warp-in certain gateway units, but leave them queueable on the warpgate after transformation. (with a production speed matching the one of warpgate).
These kinds of units would basically be "hybrids" between gateway- and robotech, as in, they don't require a different production facility, but they still were massable from a cheap production structure.
Obviously, there would arise the need to find a way that prevents queuing the one unit, while warping in the other and thereby just doubling the production capability of warpgates. But I think one could come up with something, e.g. a simple idea would be that after a warpin, everything that is being queued goes on halt for the cooldown of the warpin and after a unit finishes, all warpins go on cooldown.
Again, this would be a starting point. It would obviously be a large nerf to what Protoss can do right now and need an evaluation to see what would need to be done to make up for that.
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 11:34:00
July 24 2014 11:29 GMT
#396
On July 24 2014 20:25 Squat wrote:
Show nested quote +
On July 24 2014 20:19 Hider wrote:
That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway.


But this is kinda my point. When your adding risks your creating a tradeoff, but that isn't interesting in it self. Let me try to use a real-world example to illustrate my point. Let's say I go out to buy groceries and has the options between buying some healthy food that tastes kinda medicoore and some snakcs that taste really well, but isn't healthy. Do I really say, wow this tradeoff is so interesting, thank you god/evolution/science for making the world this way. Or wouldn't I prefer that snacks both tasted better and was more healthy at the same time?

The latter is IMO a superior scenario and thus my point is that if there is a tradeoff between boring options and fun options as a replacement for only having a fun option, then adding the tradeoff isn't good.

I find this argument very strange. Races are supposed to have weaknesses. Just because something is fun to play with does not mean it's good for the game. Again, your analogy is bad. There is no downside to a meal that is both healthy and tasty. There are definite downsides to elements in games what may be fun, but have deleterious effect on the game as a whole.

And arguing about whether something is fun or boring is fallacious either way, fun is subjective. I think a WG/gateway dynamic is a lot more interesting and fun than just WG.


Yes races have downsides:

Warptech = Weaker units, faster production
Robo = Stronger units but slower production.

The different types of combinations and strategies you can apply through mixing these units together are interesting becasue it adds variety to gameplay. This type of variety makes the game more fun to watch long-term.

What does a player switching back and forth add to the experience? If this was implemented, then the first couple of times you watched pros' do it, you would say "wow cool". But after a while, you wouldn't care as the units, the micro, the multitasking are still the same.

Another example: First time you see a terran going 3 reaper opening vs zerg, you might say: That's pretty interesting. Then you see it more times and the excitement is gone. All you care about afterwards is whether the 3-Reaper opening leads to better gameplay than a 2-Reaper opening.

But the variety between 3Reaper openings and 2Reaper openings isn't interesting. The opponents reacts similarly and micro interactions are the same. What kind of new interactions does the tradeoff between WG and Gateways make?
Goofinator
Profile Joined September 2013
England45 Posts
July 24 2014 11:33 GMT
#397
Your example with techlab rax and gateways is terrible. With techlab rax you have to actually be in the base to manage the add-ons (if you are switching them around) whereas if you wanted to switch from gateways to warpgate all you need to do is press two keys, one to select the gateways and second to transform them. It is very simple and would add depth - playing defensive? Use gateways so you have shields. Want to reinforce a timing attack? Use warpgate to try and mass the units to win the game (and micro your units so your low shield units are at the back replenishing their shields).
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 11:37:16
July 24 2014 11:36 GMT
#398
On July 24 2014 20:33 Goofinator wrote:
Your example with techlab rax and gateways is terrible. With techlab rax you have to actually be in the base to manage the add-ons (if you are switching them around) whereas if you wanted to switch from gateways to warpgate all you need to do is press two keys, one to select the gateways and second to transform them. It is very simple and would add depth - playing defensive? Use gateways so you have shields. Want to reinforce a timing attack? Use warpgate to try and mass the units to win the game (and micro your units so your low shield units are at the back replenishing their shields).


To switch back to Warptech you have to cancel out all your exisitng production just like when you want to build barracks with techlab. Then you press G, and waits X seconds, then you can start warping in again.

My point is here: This isn't a fun mechanic at all, and the decision it creates won't have any longlasting charm.
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-07-24 11:40:33
July 24 2014 11:37 GMT
#399
On July 24 2014 20:29 Hider wrote:
Show nested quote +
On July 24 2014 20:25 Squat wrote:
On July 24 2014 20:19 Hider wrote:
That is something that would make for actual decisions, warp in here and risk having the production on cooldown, or crank out units faster from the regular gateway.


But this is kinda my point. When your adding risks your creating a tradeoff, but that isn't interesting in it self. Let me try to use a real-world example to illustrate my point. Let's say I go out to buy groceries and has the options between buying some healthy food that tastes kinda medicoore and some snakcs that taste really well, but isn't healthy. Do I really say, wow this tradeoff is so interesting, thank you god/evolution/science for making the world this way. Or wouldn't I prefer that snacks both tasted better and was more healthy at the same time?

The latter is IMO a superior scenario and thus my point is that if there is a tradeoff between boring options and fun options as a replacement for only having a fun option, then adding the tradeoff isn't good.

I find this argument very strange. Races are supposed to have weaknesses. Just because something is fun to play with does not mean it's good for the game. Again, your analogy is bad. There is no downside to a meal that is both healthy and tasty. There are definite downsides to elements in games what may be fun, but have deleterious effect on the game as a whole.

And arguing about whether something is fun or boring is fallacious either way, fun is subjective. I think a WG/gateway dynamic is a lot more interesting and fun than just WG.


Yes races have downsides:

Warptech = Weaker units, faster production
Robo = Stronger units but slower production.

The different types of combinations and strategies you can apply through mixing these units together are interesting becasue it adds variety to gameplay. This type of variety makes the game more fun to watch long-term.

What does a player switching back and forth add to the experience? If this was implemented, then the first couple of times you watched pros' do it, you would say "wow cool". But after a while, you wouldn't care as the units, the micro, the multitasking are still the same.

It adds things by allowing changes in other areas. This is what you're missing, you seem completely focused on the WG mechanic itself. By reducing its impact on the game, it opens up opportunities to change other things, like protoss t1-t2/3 power curve.

I just don't see WG being an inherently good or fun mechanic, it should not be treated as something that is just presumed to be better for the game than gateway production. I think watching a pro player balance WG and gateway production to maximize production while also harassing and warping in defensively adds a lot. It adds an extra layer of skill, and increases the mechanical requirements for playing protoss at the highest level. I see very little of interest in watching a bunch of super-charged robo units walk around in a clump. Making t1 protoss more relevant throughout the game sounds a lot more appealing than making robo play more prevalent, especially since protoss robo units are in my opinion incredibly uninspired.

Again, your reaper example is just bad. The reaper is relevant for the first few minutes, after which the game segues into the mid and late game. A WG vs Gateway dynamic would be relevant the entire game, and likely change as the game progressed. I'm having some troubles with your analogies dude, they are not very persuasive.
My point is here: This isn't a fun mechanic at all, and the decision it creates won't have any longlasting charm.

You have absolutely zero basis for making this claim. Do not claim knowledge you do not possess.
"Digital. They have digital. What is digital?" - Donald J Trump
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2014-07-24 11:52:43
July 24 2014 11:39 GMT
#400
It adds things by allowing changes in other areas. This is what you're missing, you seem completely focused on the WG mechanic itself. By reducing its impact on the game, it opens up opportunities to change other things, like protoss t1-t2/3 power curve.


How can I be missing this once I in all my other posts argued for the effects that changes to WG would have

I just don't see WG being an inherently good or fun mechanic, it should not be treated as something that is just presumed to be better for the game than gateway production. I


I agree with this. It all depends on how you design the game around it. But point is, how does your suggested tradeoff to WG makes it possible to rebalance the game in a better way that my suggested change doesn't. I specifically explained how my (relatively simple) changes affects dynamics. So why would anyone opt for a much more complicated solution that requires larger rebalances to work?

Again, your reaper example is just bad. The reaper is relevant for the first few minutes, after which the game segues into the mid and late game. A WG vs Gateway dynamic would be relevant the entire game, and likely change as the game progressed. I'm having some troubles with your analogies dude, they are not very persuasive.


That's missing the point quite signifciantly. You see the Reaper in the early game, but it's never a "fun" decision at any point in time. So my point here isn't that the Reaper is boring becasue it doesn't work late game, but that it is "pointless" decision when it occurs.

But we can go on to a mid/later game scenario: Is it fun when a terran player mixes in 60% of Maurauders in his bio composition instead of 30%?
If your a bit of an Sc2-nerd, that might be interesting to watch the first time, but once again, it just gets trivial. The decision behind the mix of Maurauders and Marines isn't interesting in itself if it doesn't result in any different micro-interactions.

The answer you haven't explaind yet is how the dynamics in anyway become better with this change.


You have absolutely zero basis for making this claim. Do not claim knowledge you do not possess.


But I do. It exists in Starbow and Onegoal. I tried it, it wasn't fun. Noone in Starbow is consistently trying to use it even though it has clear theoretical advantages as I pointed out previosuly. If it really was so fun, you would see a lot more players devoting their actions to try and get this to work, but people just have better things to do.
That's why I call it the naive game-designers dream, because multiple people think highly of this theoretically, but it just doens't work in practice.

And as I wrote above: I listed out the actual things you were doing in the proces, which should make it quite obvious that the exceution itself is boring. What you do is: Cancel unit production, press a button and then wait X seconds before you can warp-in. What's the fun part here?
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