• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:24
CEST 05:24
KST 12:24
  • 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
[ASL22] Ro8 Preview: In A Tizzy7[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple1BSL Season 235Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool The Death of Cheese: From a Professional Cheeser Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
new ranked ladder hack? Bot on ladder New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro8 Preview: In A Tizzy an AI researcher's take on the ladder bot
Tourneys
[ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27! [BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9670 users

IdrA + Artosis SC2/MBS discussion - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 Next All
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-03-04 22:45:53
March 04 2009 22:44 GMT
#101
That is not what I said, maybe I wasn't clear.

I don't want constant warp-in to where my army is. This removes the need for screen changing (big) AND it removes the "defenders advantage" as your units will not have to walk *at all*.

There's more debate about this (with IdrA, me, Maybenexttime.. some others too probably) in one of the closed threads, but I can't remember the name of it right now.

So just to be clear: I want warp-in. I want constant warp-in (ie I want warp-in to be so good that it replaces regular building in almost all cases).
But I want the locations you can warp-in to be at least somewhat limited - which they are not when a phase-prism can instantly transform between its pylon and shuttle modes.

So.... Warp-in to wherever your army is = bad. Warp-in to wherever you have pylon power = good.
IMO.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
D10
Profile Blog Joined December 2007
Brazil3409 Posts
March 04 2009 23:01 GMT
#102
Well, i guess the counter is that you can kill the phase-prism faster than the pylon (or so I think)

Either way, i agree with you that Pylons and phase prism are a little too much, maybe the time for it to transform into a pylon should be greater, or the transformation permanent.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
armed_
Profile Joined November 2008
Canada443 Posts
Last Edited: 2009-03-04 23:19:07
March 04 2009 23:18 GMT
#103
On March 05 2009 07:44 FrozenArbiter wrote:So.... Warp-in to wherever your army is = bad. Warp-in to wherever you have pylon power = good. IMO.

The thing is it's very easy to have pylon power wherever your army is even if you're just building pylons. They're not expensive, you have to build them anyway, and the fact that you're moving your army out of your base at all means that you can exert enough map control that they won't be easily picked off. You act as if making the phase prism worse will force players to only warp-in units at certain strategic locations where they have a pylon when really they could easily have a pylon at whatever important location their army is at.
StrikerX22
Profile Joined February 2009
United States41 Posts
Last Edited: 2009-03-04 23:25:24
March 04 2009 23:23 GMT
#104
On March 05 2009 07:44 FrozenArbiter wrote:
I don't want constant warp-in to where my army is. This removes the need for screen changing (big) AND it removes the "defenders advantage" as your units will not have to walk *at all*.

There's more debate about this (with IdrA, me, Maybenexttime.. some others too probably) in one of the closed threads, but I can't remember the name of it right now.

So just to be clear: I want warp-in. I want constant warp-in (ie I want warp-in to be so good that it replaces regular building in almost all cases).
But I want the locations you can warp-in to be at least somewhat limited - which they are not when a phase-prism can instantly transform between its pylon and shuttle modes.

So.... Warp-in to wherever your army is = bad. Warp-in to wherever you have pylon power = good.
IMO.


This is the major alarm firing in my head as to what didn't get addressed enough in the vids. Otherwise, I thought the videos were pretty great in addressing some major issues, including some I hadn't thought of. This should definitely get to Blizzard. Has anyone posted it in the SC2 forums by any chance already? If not, I will do so. I'd rather have sc2 more balanced etc before several years of patching =P, not to mention to avoid scaring away pro gamers.

Youtube note:
I also just wanna point out to people that have problems playing youtube videos... please, give it a 2nd or 3rd try, maybe going to the site itself, because youtube often says the vid isn't available even when you just press 'back' in your browser.... it's pretty pathetic. Refreshing then normally works. also having too many videos open in tabs (or maybe tabs in general if more) will sometimes cause similar issues.
If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason. - Jack Handey
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-03-04 23:35:50
March 04 2009 23:34 GMT
#105
On March 05 2009 08:18 armed_ wrote:
Show nested quote +
On March 05 2009 07:44 FrozenArbiter wrote:So.... Warp-in to wherever your army is = bad. Warp-in to wherever you have pylon power = good. IMO.

The thing is it's very easy to have pylon power wherever your army is even if you're just building pylons. They're not expensive, you have to build them anyway, and the fact that you're moving your army out of your base at all means that you can exert enough map control that they won't be easily picked off. You act as if making the phase prism worse will force players to only warp-in units at certain strategic locations where they have a pylon when really they could easily have a pylon at whatever important location their army is at.

Except those pylons can't follow your army as it moves and so you have to make new ones...
Much prefer having a network of pylons all around the map than a single warp prism chasing your army -.-
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
March 04 2009 23:50 GMT
#106
Even if warp-in ends up being as we say it will, continuous reinforcements, at least it's somewhat unique to Protoss in that it's essentially risk-free. Because with the Nydus Worms, as I said on the previous page, they have a short animation spawn, so a second of focus firing from your oppoent and you've just lost, potentially, a fuck load of units.

Maybe they'll balance warp-in by doing something somewhat similar — having units that are warping in die instantly if attacked or something. Remember that there is also a short animation for a unit warping in. That way you could still do it behind your army, but it may not be quite as powerful as it could be now. Warping in 12 Zealots behind their army could be quite ... powerful, and I'm sure there are tons of other things that could be done.

Of course, making them die instantly could be pretty harsh — maybe have them have half or a quarter life when warping in. Numbers can be tweaked, it's the idea that counts for now!

I'd also like to point out that a player might not be inclined to warp-in units if they're losing a battle, since they might be wasted. And that even if you think warping in some units could turn the tide in your favour, you don't always know for certain. There will be some thinking involved in some cases, it won't always be the best idea to warp-in in the middle of a battle.

At least, I hope.
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
March 04 2009 23:57 GMT
#107
On March 05 2009 08:34 FrozenArbiter wrote:
Show nested quote +
On March 05 2009 08:18 armed_ wrote:
On March 05 2009 07:44 FrozenArbiter wrote:So.... Warp-in to wherever your army is = bad. Warp-in to wherever you have pylon power = good. IMO.

The thing is it's very easy to have pylon power wherever your army is even if you're just building pylons. They're not expensive, you have to build them anyway, and the fact that you're moving your army out of your base at all means that you can exert enough map control that they won't be easily picked off. You act as if making the phase prism worse will force players to only warp-in units at certain strategic locations where they have a pylon when really they could easily have a pylon at whatever important location their army is at.

Except those pylons can't follow your army as it moves and so you have to make new ones...
Much prefer having a network of pylons all around the map than a single warp prism chasing your army -.-


That does make sense.. maybe warp prism's should be able to power buildings, but shouldnt be able to allow warp ins.. that would make it abit more balanced..

If an opponent sees your army with 2 probes following, they can realize that warp ins will be coming if a pylon is built, and might lead to sniping those probes so you cant warp in, making your army not be able to restock itself as easily..

Only thing is, the idea of a fast warp prism tech with a warp in in someones base does sound cool, but I can see how it might be imbalanced in the longrun.
Canada Gaming ~~ The-Feared
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-03-05 01:06:05
March 05 2009 01:04 GMT
#108
A much more subtle fix would be to have the pylon-> prism transformation (but not the prism -> pylon) take some time (say 10 seconds or 20 seconds or whatever).
Of course, making them die instantly could be pretty harsh — maybe have them have half or a quarter life when warping in. Numbers can be tweaked, it's the idea that counts for now!

I think they already take a looot more damage while warping in than normal, although I'm not 100% sure

Anyway, I agree that it's not 100% going to be a problem, but it could be.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Piste
Profile Blog Joined July 2006
6183 Posts
March 05 2009 01:54 GMT
#109
ty artosis, tho I would have liked to hear about bw and idra+korea more than about sc2. ^^

And lol again whining about protoss ^^
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2009-03-05 03:19:49
March 05 2009 03:19 GMT
#110
On March 05 2009 10:04 FrozenArbiter wrote:
A much more subtle fix would be to have the pylon-> prism transformation (but not the prism -> pylon) take some time (say 10 seconds or 20 seconds or whatever).
Show nested quote +
Of course, making them die instantly could be pretty harsh — maybe have them have half or a quarter life when warping in. Numbers can be tweaked, it's the idea that counts for now!

I think they already take a looot more damage while warping in than normal, although I'm not 100% sure


By "take a lot more damage" do you mean they are more durable or that incoming damage is increased?

I think I read somewhere (just looked through blue posts for 10 minutes and couldn't find it >.< ) that a unit is warped in like buildings, although much faster. A unit caught in the first second would die very very quickly if this is true.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
March 05 2009 03:21 GMT
#111
On March 05 2009 12:19 Tsagacity wrote:
Show nested quote +
On March 05 2009 10:04 FrozenArbiter wrote:
A much more subtle fix would be to have the pylon-> prism transformation (but not the prism -> pylon) take some time (say 10 seconds or 20 seconds or whatever).
Of course, making them die instantly could be pretty harsh — maybe have them have half or a quarter life when warping in. Numbers can be tweaked, it's the idea that counts for now!

I think they already take a looot more damage while warping in than normal, although I'm not 100% sure


By "take a lot more damage" do you mean they are more durable or that incoming damage is increased?

I think I read somewhere (just looked through blue posts for 10 minutes and couldn't find it >.< ) that a unit is warped in like buildings, although much faster. A unit caught in the first second would die very very quickly if this is true.


Ahhh I think that's how it is yeah, so like they appear with 1 HP and then it fills up to its max.

I guess that's a pretty good counter measure. It really is difficult to say for sure what'll happen until the alpha/beta is out.
wtfhi2u
Profile Joined May 2007
United States65 Posts
March 05 2009 03:29 GMT
#112
--- Nuked ---
armed_
Profile Joined November 2008
Canada443 Posts
Last Edited: 2009-03-05 03:59:45
March 05 2009 03:54 GMT
#113
On March 05 2009 08:34 FrozenArbiter wrote:
Except those pylons can't follow your army as it moves and so you have to make new ones...
Much prefer having a network of pylons all around the map than a single warp prism chasing your army -.-

You hardly need a "network", one or two would suffice granted you understand the match-up and how the major battles will take place.

But yeah, I'm really stretching it here. ;P

As for the problem of the defender losing the advantage they normally have due to reinforcement times, firstly it still applies in early-game before warp-in tech has come into play(and it could potentially be moved further back the tech tree if games turn out too short), and secondly there are plenty of other ways to give the defender a slight advantage if need be. It's not as if the game needs to work just like BW does.
Knut_Are
Profile Joined March 2009
Norway2 Posts
Last Edited: 2009-03-05 13:50:51
March 05 2009 13:42 GMT
#114
the queen looks intresting.
i wonder if those stats are even close to the real stats.
250 hp, slow, with a fast attack speed of 6x2 range 6?
100 m, 2 supply. a bit unsure about the attack, is it a regular attack or the razor swarm ability?

to effectively take out roaches you can use banelings+ hydralisks with speed upgrade. and focus fire. hydralisks outrange both mutalisks and roaches with 2x.
banelings exsplode in a range of 2, with instant damage. roaches got a range of 3.
roaches are also slower then banelings.

but all in all, things will change greatly once the beta comes out.
roach vs roach battle only is unlikely.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
March 05 2009 19:28 GMT
#115
Artosis confirms again that protoss is an easy race! :O
L0thar
Profile Blog Joined September 2007
987 Posts
March 05 2009 22:35 GMT
#116
On March 05 2009 08:50 SoleSteeler wrote:
Even if warp-in ends up being as we say it will, continuous reinforcements, at least it's somewhat unique to Protoss in that it's essentially risk-free. Because with the Nydus Worms, as I said on the previous page, they have a short animation spawn, so a second of focus firing from your oppoent and you've just lost, potentially, a fuck load of units.

Maybe they'll balance warp-in by doing something somewhat similar — having units that are warping in die instantly if attacked or something. Remember that there is also a short animation for a unit warping in. That way you could still do it behind your army, but it may not be quite as powerful as it could be now. Warping in 12 Zealots behind their army could be quite ... powerful, and I'm sure there are tons of other things that could be done.

Of course, making them die instantly could be pretty harsh — maybe have them have half or a quarter life when warping in. Numbers can be tweaked, it's the idea that counts for now!

I'd also like to point out that a player might not be inclined to warp-in units if they're losing a battle, since they might be wasted. And that even if you think warping in some units could turn the tide in your favour, you don't always know for certain. There will be some thinking involved in some cases, it won't always be the best idea to warp-in in the middle of a battle.

At least, I hope.


I don't think this is correct - that you lose bunch of units with the destruction of single Nydus Worm. You must lose ALL your deploted Nydus Worms and the prerequisite building as well (because it's a Nydus entrance too) to lose your units. It's basically risk-free like warp-in, maybe even more.

What pisses me off about warp-in is that if you manage to destroy the pylon or phase prism while the unit are warping, they are simply cancelled and the protoss player will get his money back. That's just absurd, compare it to losing medivac full of units...
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
March 06 2009 00:06 GMT
#117
Yeah I just read up on it here. So I believe you're right. That's pretty lame. Very risk-free.

We need the beta now so we can stop theorizing about everything!
xxbluejay21
Profile Joined February 2009
United States94 Posts
March 07 2009 06:25 GMT
#118
THATS AMAZING I TOTALLY AGREE WITH THE 40 MUTAS LOLOL THAT WOULD BE EPIC PWN 100 MUTAS TAKING OUT 1 CC AT A TIME xD HAHA THATS RIDICULOUS
When I looked out the window, I saw my family, and my teammates... and my coach who suffered so much because of me... and I realized that I could not fall easily in the last game. -LEE. JAE. DONG. ZERG. LEGEND. HERO.
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
March 08 2009 23:43 GMT
#119
On March 07 2009 15:25 xxbluejay21 wrote:
THATS AMAZING I TOTALLY AGREE WITH THE 40 MUTAS LOLOL THAT WOULD BE EPIC PWN 100 MUTAS TAKING OUT 1 CC AT A TIME xD HAHA THATS RIDICULOUS

really?
To change is to improve, to change often is to be perfect - Winston Chruchill
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 08 2009 23:46 GMT
#120
On March 07 2009 15:25 xxbluejay21 wrote:
THATS AMAZING I TOTALLY AGREE WITH THE 40 MUTAS LOLOL THAT WOULD BE EPIC PWN 100 MUTAS TAKING OUT 1 CC AT A TIME xD HAHA THATS RIDICULOUS

What the hell is this -.-? Don't randomly make all caps posts. Seriously.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft555
RuFF_SC2 194
EnDerr 16
StarCraft: Brood War
Rain 2200
GuemChi 1427
Dota 2
monkeys_forever717
NeuroSwarm181
Counter-Strike
taco 457
m0e_tv389
Other Games
summit1g11175
Liquid`RaSZi4765
JimRising 837
PiGStarcraft582
Day[9].tv371
C9.Mang0367
Maynarde170
Livibee105
Mew2King40
amsayoshi39
Organizations
Other Games
gamesdonequick1215
BasetradeTV46
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 101
• mYiSmile18
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22495
League of Legends
• Stunt318
Other Games
• Scarra809
• Day9tv371
Upcoming Events
Sparkling Tuna Cup
6h 36m
Afreeca Starleague
6h 36m
Light vs EffOrt
OSC
8h 36m
PiGosaur Cup
20h 36m
Kung Fu Cup
1d 7h
The PondCast
2 days
Replay Cast
2 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
GSL
5 days
[ Show More ]
Yamato Cup
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.