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I feel this one part of the 1.4 patch notes seems to not be fully understood:
General Unit vision up ramps has been reduced by 1.
I will attempt to explain it using screenshots from the PTR.
As you could guess, vision up the ramp is much shorter when on the low ground. In fact, you cannot warp in units on a ramp AT ALL without units on the high ground.
Live:+ Show Spoiler +
PTR:+ Show Spoiler +
This also has implications for seeing stuff that is on the ramp.
This force field cannot be seen from below until you are almost touching it (PTR): + Show Spoiler +
It also cannot be placed from the low ground, but you can gain high ground vision by running up to it. The current "perfect" forcefield can still be seen and placed from the low ground.
The same would hold true for something like a double queen block on a ramp. You would not be able to get vision of them until you are actually ON the ramp and in range of them.
The biggest thing that people seem to get wrong is to assume that it will be harder or easier to gain high ground vision in 1.4. In this case nothing has changed.
Live:+ Show Spoiler +
PTR:+ Show Spoiler +
In both screenshots, the units are in the exact same spot and both can see up the ramp. If they are moved one square to the left, neither of them have high ground vision.
Just to avoid confusion, a perfect force field will still prevent you from gaining high ground vision. In fact, you cannot even warp in over this FF (PTR):+ Show Spoiler +
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nice job
i think this may change the pvp metagame?
4gate vs 4gate only in tal'darin maybe?
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Thanks for clearing that up, that seemed really unspecific to me.
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another thing is bunkers below the ramp. Will be much easier to fend off with queens or roaches I assume.
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Thanks for posting this.
Too many people are being clueless about this without even trying to research into this. And this is awesome news for PvP. I think 4 Gate now will surely be map specific or cheese now, instead of being almost standard.(I will miss the micro battles though)
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will make poking ramps with stalkers PvT really difficult and easy to punish since you will be able to place marines in such a way that you can't see them until you're literally running into them :[
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The biggest implication I can see for this (excluding pvp) is that it is no longer possible for hellions to attack a queen (or 2 queens) on a ramp without taking damage themselves, so I think reactor hellion openings will be much more possible to defend which is a nice thing.
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the pylon placements of your 2 screenshots is different.
the base of the ramp is different from side of the ramp. try that again and posts results plz
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o.o so what will PvP turn into then ;o
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On August 31 2011 11:49 NasKe_ wrote: nice job
i think this may change the pvp metagame?
4gate vs 4gate only in tal'darin maybe?
4 gate will still be viable pvp, but it'll be harder. Run up the ramp with your zealot/stalker, and place a one pylon on the low ground and the other on the high ground (like puzzle does). Just gotta hope now that they don't snipe your probe trying to place the pylon on the high ground. If that is the case keep your stalker alive by running around his base and run it back to your pylon when it's done, or buy time with your stalker in his base while your 2nd stalker (the one that comes after you build your 3 extra gateways) runs up the highground, allowing you to warp in 4 stalkers and kill him b/c he made a sentry.
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Can you still forcefield the ramp if you are not on it? If you can't, then that is an nice change for 4-gate vs Zerg.
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Ares[Effort]
DEMACIA6550 Posts
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