• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:15
CET 22:15
KST 06:15
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1:
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Mechabellum PC Games Sales Thread Path of Exile
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1663 users

What do you think about a Protoss a Gas Mechanic? - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 13:36 GMT
#41
On December 17 2009 15:32 0neder wrote:
WARP IN IS A MACRO MECHANIC - IT WORKS PERFECTLY AND IS EASY TO BALANCE. NOTHING MORE IS REQUIRED.


1) Caps lock have feelings too.

and 2) Here is the reason for Macro Mechanics if you missed it the first time. Ill let you figure out why just having Warp-In and no other macro mechanics doesnt cut it.

On December 03 2009 16:02 Kennigit wrote:
TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.

DB: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
December 17 2009 13:39 GMT
#42
I think the rebut to Mr. DB is made in an earlier reply to this thread.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-17 13:47:36
December 17 2009 13:44 GMT
#43
On December 17 2009 22:39 edahl wrote:
I think the rebut to Mr. DB is made in an earlier reply to this thread.



Im not even going to try and refute the "Lead Designer of Starcraft 2 doesnt know what hes talking about" conspiracy theory. If thats where your starting from theres no way I can convince you otherwise :p
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
December 17 2009 14:16 GMT
#44
On December 17 2009 22:44 Archerofaiur wrote:
Show nested quote +
On December 17 2009 22:39 edahl wrote:
I think the rebut to Mr. DB is made in an earlier reply to this thread.



Im not even going to try and refute the "Lead Designer of Starcraft 2 doesnt know what hes talking about" conspiracy theory. If thats where your starting from theres no way I can convince you otherwise :p

Conspiracy? Rich.
I tried to make a point about the dangers of throwing too much potential redundancy into the game, and that it is very unlikely that it will 'differentiate micro and macro playstyles', whatever that is. eXigent also had a great reply encapsulating the problem of DB's notion of just these 'micro and macro playstyles', and why we probably don't really want that distinction.
These are all good points, and you might want to try to address these. If you don't I hope Blizzard will. Few are saying that these kinds of mechanics will necessarily fluke, but it is important to tread carefully, and to have a solid backup plan.

Restating the words of DB, however many times, is not going to cut it. They have already been answered. So the way discussion works; you may want to try a new angle, sharpen your point a bit, tell us how the notion of a micro macro balance is wrong, or how macro mechanics will differentiate 'micro macro playstyles', or indeed why we'd want to do that. Not to mention how a Protoss gas mechanic would facilitate that.

This may be slightly off-topic, so we may probably want to move it to another thread.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-17 15:18:35
December 17 2009 15:08 GMT
#45
On December 17 2009 12:50 eXigent. wrote:
Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit.

I think your taking the two seperate playstyles thing too literally. Read how Dustin phrases it. Its not absolute like you describe it.



On December 17 2009 12:50 eXigent. wrote:
Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal.
Saying they should be seperated into playstyles just doesn't add up, nor make sense.

These statements dont make sense. There are different styles of playing the game so you cant make more?


On December 17 2009 12:50 eXigent. wrote:
Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.

How can I refute statements like this? Its all assumptions.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Tdelamay
Profile Joined October 2009
Canada548 Posts
December 17 2009 16:43 GMT
#46
What about having the dark pylon give the ability to boost 1 probe with a proton charge. Last 5 minutes and gives it the mining/gas bonus. 30 energy requirement.
You would have to select which probe you want to boost and it would affect a maximum of 10 probe/ dark pylon because of the duration.

This would also promote killing proton charged probes for raiders.
This road isn't leading anywhere...
789
Profile Joined October 2009
United States959 Posts
December 17 2009 17:27 GMT
#47
In my opinion the only "macro mechanic" that really needs work is for protoss. Queens and the orbital command seem fine to me. The main problem with proton charge is it feels so artificial. Just a task to repeat every so often to increase resource intake. Zerg and Terran's mechanics feel better in my opinion, mainly because of the tradeoffs. For Zerg there are considerations for making queens or hatcheries, using injection for drones or for a unit production boost. It feels like you are making a tactical decision. The same goes for Terran. You have to decide to upgrade that CC to orbital command, instead of leaving it as a CC or making it a planetary fortress. Once it is a planetary fortress, you have important decisions on how you want to spend your energy: mules, comstats, or supplies.

Proton charge at the very least needs something viable to create energy tension, to make it an actual decision to use it instead of mindless clicks. In my opinion it should just be removed. I think warp in is a good enough mechanic by itself. But if blizzard is bent on adding a "macro mechanic" to protoss; it has to be more than just mindless clicks.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 17 2009 17:59 GMT
#48
If they made it cost resources, i guarantee you that you wont be clicking that button mindlessly. ;p
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 18:03 GMT
#49
Workers are a macro mechanic that costs resources so you tell me how mindless that is.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
789
Profile Joined October 2009
United States959 Posts
December 17 2009 18:53 GMT
#50
Yeah but at least with workers you have the choice to cut them for certain strategies, make your timing push or all in attack stronger at the cost of hurting yourself in the long run if it fails. I suppose you could say the same thing about the obelisk. It could be cut for all ins, but as soon as its made any tension or decisions are gone. You just spam proton charge.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 19:10 GMT
#51
Ill buy that.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 17 2009 19:57 GMT
#52
On December 18 2009 03:53 789 wrote:
Yeah but at least with workers you have the choice to cut them for certain strategies, make your timing push or all in attack stronger at the cost of hurting yourself in the long run if it fails. I suppose you could say the same thing about the obelisk. It could be cut for all ins, but as soon as its made any tension or decisions are gone. You just spam proton charge.


Exactly my point. And this isn't the first time i have made it either...

Tension would be maintained by continued use of energy as well. It would have to cost both to succeed, and it would have to be balanced so that continual use of it would not be beneficial to every strategy.

For example, if it cost 60-ish energy and was a channeling ability (were thinking about proton charge) so the energy wouldnt regenerate during the duration, you would only have enough energy to use it 3 times in succession before running out of energy and having to wait before using it again. This can also be augmented by a cooldown.

I also think that their current approach of adding counter-balance abilities (like scanner sweep) will make this a more diverse mechanic.

I think of the distinction like this:

1) building probes: necessary for income: increase in actual minerals
2) macro mechanic: strategic boosts to your economy at the cost of a down-payment
3) expanding: increases potential minerals

The probes increase real mineral income, expansions increase potential mineral income. The macro mechanics would fall somewhere in between, not increasing actual mineral capacity (new fields) but merely making your current mining more efficient (as it does now). The difference is that you have to sacrifice actual minerals to do it instead of streamlining your economy at no real cost. The energy balance would make it so you cannot abuse this.

To make it more interesting, extra abilities (like sweep) could force you to decide if you want to use them instead.

Lastly, if it is able to be disrupted (on a raid, for example) it would make players more careful about using it. For example, if you just paid money for a macro boost and your enemy swings by for a colossus drop, not only did you spend actual minerals on that boost, but you lost whatever potential minerals you would have earned as well.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Malingo
Profile Joined November 2009
United States45 Posts
December 17 2009 22:52 GMT
#53
The probes increase real mineral income, expansions increase potential mineral income. The macro mechanics would fall somewhere in between, not increasing actual mineral capacity (new fields) but merely making your current mining more efficient (as it does now). The difference is that you have to sacrifice actual minerals to do it instead of streamlining your economy at no real cost. The energy balance would make it so you cannot abuse this.

To make it more interesting, extra abilities (like sweep) could force you to decide if you want to use them instead.


Certainly the extra abilities to make you think before you click is necessary. If not...
The main problem with proton charge is it feels so artificial. Just a task to repeat every so often to increase resource intake.
Far out in the uncharted backwaters of the unfashionable end of the western spiral arm of the Galaxy lies a small unregarded yellow sun. Orbiting this at a distance of roughly ninety-two million miles is an utterly insignificant little blue green planet.
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 18 2009 00:06 GMT
#54
I wish we had two seperate words for macro mechanics which do and do not effect ecconomy. At the moment Both Warp-in and Proton Charge are 'macro mechanics'. That is true, but you don't compare Warp-in to MULE. We need a second name for the ecconomy based mechanics.
1) Macro Mechanic
2) Economy Mechanic
or something similar.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 18 2009 00:40 GMT
#55
Warp in I would call a production mechanic, as with the reactor add-on and spawn larvae (which is also the economic macro mechanic). Thats just what I think.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Sentient66
Profile Joined July 2009
United States651 Posts
December 18 2009 02:39 GMT
#56
I still think that the Protoss and Terran mechanics feel too artificial. I don't think the Protoss really need a resource mechanic, but something that allows for flexibility and requires actual decision-making by the player. The only macro mechanic that I think fits into the personality of the race is the Queen's spawn larvae ability.
seNsiX.421
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 18 2009 02:53 GMT
#57
On December 17 2009 13:02 edahl wrote:
Exactly. Adding artificial "macro mechanics" to "differentiate macro micro play styles". Sure, it's cute for an "eureka" but you have to consider the possibility that the eureka was based on false pretenses. It's like doing mathematics when you're drunk. It's fun at first, but you're probably wrong. The way it's going, I see nothing but one base zergs and APM-sinks. "Sorry".


Something with larvae is the way to go, but we definitely dont want a macro mechanic that gives you less incentive to expand. The zerg macro mechanic should give you a LOT of incentive to expand since that is one of their traits. Putting 2.5 hatcheries worth of larvae on one hatch isnt a good idea from that point of view.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
fOscB.Sulik.SLR
Profile Joined December 2009
Kyrgyzstan59 Posts
December 18 2009 03:21 GMT
#58
Knee_of_Justice

You cannot really use Terran "MULE/Scan energy choice" to tweak Protoss Obelisk.
Not until you move Proton Charge to a Nexus - or else there will be not one but two obelisks per expansion, that's it.

But i really like the idea of "channelling proton charge" that can be disrupted by hitting the Obelisk (Nexus?). That would really promote harass play vs Protoss - although it is a subject to balance.

As a side note - i don't really like the current "1 base Queen" trend. Come on - sitting on a single base spamming larva from a single hatchery? Not Zergish at all.
Sounds more like "1 hatch muta rush 2x2 with a sunken wall"
Survive, succeed and ascend.
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-18 17:45:09
December 18 2009 17:43 GMT
#59
The ultimate fix to all this BS is simply to remove mineral line waypoint ... It won't feel artificial or dated, because in SC you control every unit manually, that's kind of a thing. And also, it requires some attention to keep it going. That's all Proton Charge and Mule really is; a replacement for the manual worker control because that felt too artificial (did you ever notice in BW?). I cannot imagine how this is any better. Just shave off the redundancy and remove it. That's my 5 cent rant.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 18 2009 19:54 GMT
#60
You can't use scan, but you can come up with a similar energy sink.

As for making more to cover energy tension I was thinking about this cause it's clear that a 200m obelisk is spammable. It would be neat if they had it so obelisks could only be built ON minerals or perhaps within a short range of them. They would emit a small power field which would be their range. Any overlapping power fields double the cost.

Personally the nexus should upgrade (or get an upgrade) for macro and the cc should get an add on just like it used to.

They would have to prevent obelisk spamming somehow
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of Starcraft
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech159
PiGStarcraft21
StarCraft: Brood War
Shuttle 182
Dewaltoss 112
Hyun 58
Aegong 57
Mong 42
910 27
Dota 2
PGG 78
Counter-Strike
fl0m1361
byalli1149
Foxcn195
adren_tv82
minikerr9
Heroes of the Storm
Liquid`Hasu512
Other Games
Grubby4865
FrodaN1055
RotterdaM451
B2W.Neo384
C9.Mang0133
Trikslyr68
ZombieGrub37
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 43
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• XenOsky 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV1103
• lizZardDota2133
Other Games
• imaqtpie1401
• Shiphtur202
• tFFMrPink 22
Upcoming Events
CranKy Ducklings
12h 45m
WardiTV 2025
13h 45m
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
15h 15m
Ladder Legends
21h 45m
BSL 21
22h 45m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 12h
Ladder Legends
1d 19h
BSL 21
1d 22h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.