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The Warp Mechanic and How It Broke Protoss

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susySquark
Profile Blog Joined May 2010
United States1692 Posts
Last Edited: 2011-09-11 04:34:46
September 08 2011 09:59 GMT
#1
Disclaimer: This is not complaining about warpgates - this is examining how warpgates by design have lead to a smaller defenders advantage for Protoss, which makes safe, economic openers difficult to pull off.

Each race in SC2 has its own mechanical quirks quite separate from individual unit balance. Terrans have their addon swapping and mules, Zergs have larvae injects and creep, Protoss have warpgates and chrono. The most profound effect of the warpgate mechanic is not defensive in nature, but offensive. To find out why, we must examine the concept of the defenders advantage.

A primer of defenders advantage

When playing as a Terran or Zerg, you naturally have several advantages as a defender before you even build a unit. First, your ramp - the narrow choke allows your units to have a concave against a bunched up pack trying to push its way up the ramp. Second, your production - your rally distances are much, much shorter than if you were out in the middle of the map, so you can produce less units and still defend, because your second wave comes quickly.

Also, both Terrans and Zergs have access to a defensive structure after building their first basic unit production structure. The spine crawler only requires a spawning pool, and the bunker only requires a barracks. These structures can be produced as a reaction to a scouted push in order to provide you with an additional advantage as a defender, which can help mitigating the loss of the ramp advantage when you expand.

[image loading]

Defending against a push

Consider what happens when defending - assuming perfect balance, the only way to survive a push with an inferior army is to abuse your defenders advantages: your quick reinforcements, your ramp, and any defensive structures. This is why as a fast expanding Terran (no ramp advantage) you construct bunkers against a Protoss gateway timing. Same goes for spines as a Zerg.

But what about Protoss?

Leveling offense and defense

The warp mechanic, by its very nature, crosses "short rally" off of the defender's advantage list for Protoss. An attacking Protoss army and a defending Protoss army will be reinforced just as quickly.

And here comes problem number one: in a PvP, the defender has essentially NO advantage besides the ramp (and on Tal Darim Altar, there is no ramp!). The only way to survive a gateway push is to match your opponents unit count or abuse the crap out of your ramp (sentries, hooo).

[image loading]

This is how the 4gate v 4gate metagame evolved, especially on TD Altar. Cannons represent an absurd deviation from normal tech in order to provide a defender advantage, since there is no defensive structure after gateway. Scouting a forge + 2 cannons (450 minerals) can be responded to with a free expansion (400 minerals), since the cannoning player theoretically cannot attack with more units than the expanding one.

But PvP, as a mirror matchup, is inherently balanced no matter the design flaws, so I'll ignore it for now. Still, there are other implications of the Protoss equivalency of offense and defense.

The three types of engagements

There are three fundamental types of engagements in SC2. It's basically common sense, but it'll help to give them names. When you do a (1) timing push, you have usually sacrificed a small amount of economy for a stronger army at a specific time in the game. Therefore, when you push and engage, you have a stronger army then your opponent. This is the first type of engagement. If you are (2) defending a timing push, your goal is usually to use your smaller army together with a defenders advantage to defend and later capitalize on your stronger economy. This is the second type of engagement. Finally, in the lategame, midmap engagements are commonplace, where both players have relatively evenly matched armies. We'll call this an (3) even fight.

As mentioned before, Protoss has a natural advantage in timing pushes because of the warp mechanic. I feel that if a Protoss is engaging in a timing push, game feels well balanced - extremely strong Protoss timing pushes can punish greedy Terran or Zerg play, and well executed defenses can hold in safe play.

A pushing Protoss, with a stronger army and a short rally, is meant to have a fair shake at attacking a smaller, but defensive structure and rally fortified Terran or Zerg.

As a defender, Protosses have cannons for defense, a rally advantage, and a ramp / choke advantage. Cannons, because of their sometimes inconvenient tech, are missing from a Protoss defense in a lot of earlygame scenarios (4gate, 2 or 3rax, roach+ling aggression on expo). This reduces Protoss defensive options to a ramp or choke advantage, and a rally advantage. Protosses can defend using the choke advantage very well, by using forcefields. However, on maps with open expansions, this becomes extremely difficult. This is why Protosses prefer maps with narrowly choked off naturals, like Shakuras, or Anitga. On open maps, the choke advantage disappears almost completely.

So what about the rally advantage? Here's the problem. Because of the warp mechanic, Protoss is balanced as if they have the rally advantage for a timing push engagement. In a defensive sense, the warpin mechanic provides no additional benefit compared to an offensive one. As the Protoss is playing defensively, they have a smaller army compared to the pushing player. The choke advantage is missing at the natural on many maps. Cannons are absent because of tech inconvenience. All that's left is the rally - which is designed to be fair for a PUSHING Protoss!

A defending Protoss, with a weaker army at home, has no significant defender's advantage over a timing push from the opponent, making the battle favor the pushing player.

The differences in the races amounts to basic units and their defenders advantage. A Zealot, Stalker, Sentry army is equally good on offense and on defense. A Marine, Marauder force is good on offense, but BETTER on defense, because of bunkers and a shorter rally compared to their offense. Same goes for Zerg - a force at home is BETTER than an attacking force because of creep, spines, and relatively short rally. This lets you open economically and defend with a smaller, but advantaged army. A defending Protoss army has no advantage compared to an attacking one, no edge to capitalize on. So, if a Protoss early expands, their weaker army cannot make up for their lack of size with any external forces like a Terran or Zerg one can, and is vulnerable to timing pushes from the enemy.

It just comes down that unit efficiency. In a defensive context, a Protoss gateway army is weaker than a Terran or Zerg army. I'm not saying that gateway armies are weaker in general! Just in a defensive context, in terms of efficiency. As an example, if you were trying to hold your natural expansion on Xel Naga Caverns against light pressure, which would you prefer - 1 sentry, or a bunker with 2 marines in it? 2 sentries and a stalker, or 2 full bunkers? The options cost the same (1 gas = 1.5 min), require the same tech (actually toss requires more tech - gas and cybercore). I think its clear that the Terran options are extremely superior.

As a result of this, Protoss expansion builds, in order to be safe to strong early timing attacks, must have one of the following characteristics to provide the necessary missing defenders advantage:
  • An early forge (FFE v Z, delays tech because of forge tech being out of the way... imagine expanding as Terran by going ebay+turrets... tech and units for your own offense are going to be slow!)
  • A map with a choke for sentries to use (Shak, Antiga, this is by far the best option)
  • A lot of units (3gate exp, sacs econ compared to other races expo builds)



    TL;DR:
  • An offensive and a defensive Protoss have the same rally distance.
  • Protoss timing attacks with large armies are balanced against defensive, economic Terrans and Zergs (both races have economic openings that are ahead after defending a Protoss timing, but there is potential to do damage against a greedy opponent).
  • Because of these two points, a defensive Protoss with an small unit count and economic opener is weak because what is normally a defenders advantage is not a defenders advantage for them, it's a given in both offense and defense.
  • The lack of a defensive structure after gateway adds to this problem.
  • Therefore, the lack of a strong defenders advantage means Protoss has no safe, economic openers.



As an aside (not to be taken too seriously),
To fix this:
Add additional defensive building. A buffed shield battery could be awesome as a defensive tool if it were available after gateway. Not necessarily a clone of the BW one, maybe something more like a stationary medivac for shields only.
[image loading]


ADDENDUM:
+ Show Spoiler +
Ok here, look at it this way - Expand vs Pressure builds.

A) Look at a Protoss timing push vs a Terran expand build. Protoss 3gate pressure (into expand), vs a Terran 1rax gasless expand into 3 rax.

Terran expands, scouts the 3gate pressure, and bunkers up. Would you say this is a fair fight? Protoss is probably going to get repelled, but theres a chance that they can break it if the Terran is sloppy. It can go both ways, theres tension in the matchup, and it feels balanced. If the attack fails, Protoss is behind, and Terran has defended well. If the attack does damage, the attack has succeeded, and the Terran is behind.

What's actually happening in this example is that the Terran is compensating for their smaller army (since they expanded first) by using a defenders advantage - the bunker with repair. The salient features are:
Protoss has a larger army (expanded later, pumped units early)
Protoss has a short rally (warpin)
Terran has a small army (expanded first, units later)
Terran has bunkers (defenders advantage)
Terran has a short rally (home base)

And this SET of features creates a fair fight.

B) Now flip the roles. Terran's doing a 2rax pressure (12 + 16 rax, 1 tech 1 reactor, concussive researched) vs a Protoss 1gate expand into 4gates.

These are more or less equivalent builds to the previous example, except its 2rax+addons which is slightly cheaper than 3gates + cyber. Anyways, Protoss scouts the 2rax. The Protoss, on 1 base with a nexus building and 4gates on their way, cannot get cannons up in time. No defensive structure is available, and the natural is wide open. The Protoss expanded off 1 gate, so they have at most, 3 units when the push hits (Stalker Sentry x2 usually), with no repaired bunker to fall back on.

I think we're all familiar with this situation. MC lost in this exact situation to Polt. This fight is NOT fair, its almost a build order loss. You either sac your nexus and abuse your defenders advantage (ramp + sentry), or SEVERELY outmicro your opponent. (Or you could be on Shakuras and you can FF your natural. Which is why I stated in the OP that these maps are good)

Again, examining the salient features:
Protoss has a smaller army (expanded first)
Protoss has a short rally (home base)
Protoss has no defensive structure after gate
Terran has a larger army (units first)
Terran has a LONG rally (attacking)

And this SET of conditions results in a Terran gaining an advantage the majority of the time.

My argument is that an economically focused, defending Protoss, when they engage, has essentially the same characteristics as a Protoss doing a timing attack with a small army... which is, of course, a terrible idea, and results in losses.
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
Last Edited: 2011-09-08 10:07:26
September 08 2011 10:05 GMT
#2
I think its fine, you just have to get used to scouting and defending accordingly.
MCMXVI
Profile Joined August 2010
Norway1193 Posts
September 08 2011 10:07 GMT
#3
Good read, and I agree. Not only is it easier for terran to macro than for protoss and zerg (warp in and larva injects instead of queue queue queue), but to your question; how should they make offensive warp-ins weaker? Units spawn with less shields or armor or something?
In capitalist America, bank robs YOU!
susySquark
Profile Blog Joined May 2010
United States1692 Posts
September 08 2011 10:12 GMT
#4
On September 08 2011 19:07 MCMXVI wrote:
Good read, and I agree. Not only is it easier for terran to macro than for protoss and zerg (warp in and larva injects instead of queue queue queue), but to your question; how should they make offensive warp-ins weaker? Units spawn with less shields or armor or something?


No specific idea. The one I put in the OP was that units should take longer to warp in if they're further from a gateway/nexus or something. That's the first thing that popped into my head anyways.
RodYan
Profile Joined May 2010
United States126 Posts
September 08 2011 10:13 GMT
#5
The solution is:
-Make Gateways start with warpgate
-Gateways now have a warp in radius for the early game. Pylons cannot be used to warp in at this point.
-Proxy pylon warp-in is a mid or late game upgrade
susySquark
Profile Blog Joined May 2010
United States1692 Posts
September 08 2011 10:19 GMT
#6
On September 08 2011 19:13 RodYan wrote:
The solution is:
-Make Gateways start with warpgate
-Gateways now have a warp in radius for the early game. Pylons cannot be used to warp in at this point.
-Proxy pylon warp-in is a mid or late game upgrade


I fail to see how this changes anything other than timing.
Tuczniak
Profile Joined September 2010
1561 Posts
September 08 2011 10:19 GMT
#7
Good article.
Logically it makes sense and it's interesing.
Though i don't know what would be the best way to deal with it. Buffing warpgate units would make toss deathball even scarier and i can't even imagine buffing stalkers with blink as they are now (in PvZ).
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
September 08 2011 10:19 GMT
#8
I had never thought about Protoss in this way before, nice post and valid points.

All I have to say though, is "Chrono boost, Guardian Sheild, Forcefields" Also protoss have the cheapest expand. I know hatcheries are cheaper, but you lose a drone, and need a queen for it to function effectively. And an Orbital is 550 mins.

No other race gets spell casters at the lowest tier, and I don't think they need fixed. I'm no balance tester though, I just play for fun But I certainly agree that PvP needs to be more dynamic, instead of being a game of chicken to see who expands first.
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-09-08 10:29:26
September 08 2011 10:20 GMT
#9
The solution is this, warpgate should be a tier 2-2.5 upgrade and decrease gateway unit build times to match warpgate times. It should not be the first thing you get with a cybernetics core, having such an advantage so quickly in the game is silly and the equivalent of zerg getting ovie speed + ventral sacs off of hatchery tech. If it cost 200/200 and didn't speed up unit build times I think it would be perfectly positioned for the mid-late game as a sensible upgrade rather than a game-breaking one.
susySquark
Profile Blog Joined May 2010
United States1692 Posts
September 08 2011 10:23 GMT
#10
On September 08 2011 19:19 Detri wrote:
I had never thought about Protoss in this way before, nice post and valid points.

All I have to say though, is "Chrono boost, Guardian Sheild, Forcefields" Also protoss have the cheapest expand. I know hatcheries are cheaper, but you lose a drone, and need a queen for it to function effectively. And an Orbital is 550 mins.

No other race gets spell casters at the lowest tier, and I don't think they need fixed. I'm no balance tester though, I just play for fun But I certainly agree that PvP needs to be more dynamic, instead of being a game of chicken to see who expands first.


Yup. As I said, sentries and chokes on naturals are the only thing keeping toss on an even footing with the other races.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-09-08 10:25:07
September 08 2011 10:23 GMT
#11
It's funny because I was just thinking about this. To balance the game around the warp gate protoss have to have an innately weaker defender's advantage outside of force fields.

I don't see blizzard changing it in the future though. Warp gate is unique and actually a pretty cool mechanic as a whole. They'd have to drastically change the game for better balance, but no drastic change like that has ever been implemented in the year.
Immaterial
Profile Blog Joined September 2010
Canada510 Posts
September 08 2011 10:23 GMT
#12
Saying that warpgate "broke" protoss is a bit sensationalist but your post makes some good points. Warpgate is conceptually really cool but in practice creates a lot of problems.

As a protoss player I think I would be happier without warpgate, provided that balance would be adjusted accordingly. I really doubt that blizzard will ever do such a thing though so we may as well get used to it.
It is the mark of an educated mind to be able to entertain a thought without accepting it.
Peleus
Profile Joined March 2010
Australia420 Posts
September 08 2011 10:24 GMT
#13
Be pretty cool if warpin time was dependant on the distance from the nearest nexus. Would allow a clearer defenders advantage in both PvP and other matchups at home (let's say very short ~0.5 - 1 second warp in) while at a longer distance (capped at a certain amount so maps don't effect it as much) ~7/8 seconds at the extreme.

Times could be played with for balance, but the main idea (gaining a defenders advantage) is achieved, while the unique race trait of protoss is maintained as they could still warp in anywhere on the map (and still pool up significant forces).

P.s. I'm just suggesting that warpin times are extended; cool downs will remain the same for the same net production capability.
BearStorm
Profile Joined September 2010
United States795 Posts
Last Edited: 2011-09-08 10:25:21
September 08 2011 10:24 GMT
#14
The shield battery could actually revolutionize PvP. Did Blizzard ever comment on why it never made it into SC2? If not It was probably removed because they were rarely used, but PvP could probably have FE builds if the shield battery was in the game.
"Anti-intellectualism has been a constant thread winding its way through our political and cultural life, nurtured by the false notion that democracy means that 'my ignorance is just as good as your knowledge."
Pzar
Profile Joined August 2011
New Zealand46 Posts
September 08 2011 10:25 GMT
#15
On September 08 2011 19:07 MCMXVI wrote:
Good read, and I agree. Not only is it easier for terran to macro than for protoss and zerg (warp in and larva injects instead of queue queue queue), but to your question; how should they make offensive warp-ins weaker? Units spawn with less shields or armor or something?


Well, jus thinking out loud here, but I never understood why warpgates allowed for higher production throughput than gateways.

It made more sense to me that you should be giving up -something- (resources or time) to gain the front-loaded anywhere there's a power field style of unit creation. Especially given that you can convert warpgates back to gateways.

Plus it'd be cool to see gateways<->warpgates happening as protoss move between defensive and offensive =P
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
September 08 2011 10:25 GMT
#16
On September 08 2011 19:13 RodYan wrote:
The solution is:
-Make Gateways start with warpgate
-Gateways now have a warp in radius for the early game. Pylons cannot be used to warp in at this point.
-Proxy pylon warp-in is a mid or late game upgrade


This would make me quit playing Protoss in an instant.
Top diamond terran streaming at http://www.twitch.tv/saitontv
dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 08 2011 10:26 GMT
#17
Blizzard isnt going to remove warpgates. It has been in the game for over a year already. They are not going to remove something that the entire game so far has been balanced around.
susySquark
Profile Blog Joined May 2010
United States1692 Posts
September 08 2011 10:28 GMT
#18
On September 08 2011 19:26 dbddbddb wrote:
Blizzard isnt going to remove warpgates. It has been in the game for over a year already. They are not going to remove something that the entire game so far has been balanced around.


I never suggested they remove it. I was just showing how it's the nature of the warpgate to give the protoss a smaller defenders advantage than the other races, and something needs to be done about it.

You either rebalance the warpgate, or provide a new defensive option. I'd love a shield battery. Please, Blizzard? We need something!
Kaelaris
Profile Blog Joined September 2010
United Kingdom788 Posts
September 08 2011 10:30 GMT
#19
I agree with most your sentiments on the matter, and also agree on the inferred undertone that Protoss in general can be tricky to balance due to the Warp-in mechanic.

Half the time playing Protoss Warping in feels like a fantastic advantage, as you've also outlined, but for the other half there is always that niggling after-thought in my mind that Protoss gateway units can never be deemed strong due to the way in which Blizzard has devised the system which directly influences their power in certain situations.

It's a blessing and a curse all wrapped into one

Personally I would rather the defenders advantage over the attackers "advantage". A lot of the time I feel pressured to go for some kind of ridiculous timing attack off the back of many factors, but a major one is the fear of being attacked in a position where I am not able to hold my front because our defensive mechanics are pretty poor. At least with a proper defenders advantage early/mid game then I can feel more comfortable going into the longer macro games against the likes of Z and T.

Of course we have a slight defender advantage once our Stargates and Robos go up, in terms of rally, but as any sane player knows, that is only a small portion of our army in those opening moments.

As a brief side note, it's really weird that (I play random a lot) when i'm playing Z and T, I feel a lot more comfortable expanding than I do with my own bloody race : / I don't know if anyone else gets that so maybe it's just me.
CommentatorESL Commentator ♞ Facebook.com/Kaelaris ♞ Twitter.com/Kaelaris ♞ Youtube.com/Kaelaris ♞ Twitch.tv/Kaelaris
aebriol
Profile Joined April 2010
Norway2066 Posts
September 08 2011 10:32 GMT
#20
On September 08 2011 19:23 Immaterial wrote:
Saying that warpgate "broke" protoss is a bit sensationalist but your post makes some good points. Warpgate is conceptually really cool but in practice creates a lot of problems.

This is also why the warpgate change, while small, in the last patch, and was intended mainly for PvP, changed the game a lot because of all the timing changes for the pushes protoss can do.

Essentially, the way to fight protoss is to guess which push they are going for, and either attack before they are ready with their wanted mix / procution buildings, or get ready to defend at that time, while outmacroing before the push.

A lot of the defenders advantage is removed against AND for protoss, and that makes it very hard to balance the race compared to the others.

Which is why a small change, which makes all the pushes slightly slower, makes everything easier to defend and attack against.
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