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I don't understand why they need to buff gateways.
I can't imagine that a delay on warpgate tech would make protoss weak early game. Stim has just been nerf for PvT, and in PvZ zergs options for aggression in the first 6minutes are extremely limited as it is now.
The only reason they would need to buff gateway, would be if they planned a huge nerf on warpgate (30s delay or more).
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Well they may just buff stalker and sentry build times, and not zealot. This won't make 2 gate zealot very strong and will help for toss with their sentry count. I see no reason for buffing zealot build time.
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On April 23 2011 01:42 jackalope1234 wrote: This is sooooooooooo dumb 4gate is a viable build in every matchup and if you scout it should be stoppable even for protoss. As soon as people work out new strats with the nerf people will still complain and then we will get a build time nerf and warpgate nerf. Theyre just doing it this way to appease the masses. Stop trying to change the game 4 gate is fine and if you can't hold it you are doing it wrong.
Thats what I pointed out on about the same page and I want to add: You can play a 4gate-counter without scouting your opponent in first position cause he most likely four-gates. and 3 gate robo is save enough against any strategy that can be put on you.
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On April 23 2011 19:43 Elean wrote: I don't understand why they need to buff gateways.
I can't imagine that a delay on warpgate tech would make protoss weak early game. Stim has just been nerf for PvT, and in PvZ zergs options for aggression in the first 6minutes are extremely limited as it is now.
The only reason they would need to buff gateway, would be if they planned a huge nerf on warpgate (30s delay or more).
Well i think it has to do not so much against Terran. But Rather against Zerg and their Roach rushes.
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They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes.
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On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes.
Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much.
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On April 23 2011 20:50 Apolo wrote:Show nested quote +On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes. Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much.
Warp prisms would actually be viable :O
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On April 23 2011 21:37 ThePieRate wrote:Show nested quote +On April 23 2011 20:50 Apolo wrote:On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes. Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much. Warp prisms would actually be viable :O
Yes lets make it even morose that Robo tech is the only viable path in PVX..........
This thread has turned into garbage with all the nonsense posts. If you want to theroycraft please at least talk about things that Blizzard MIGHT actually implement. They are not going to alter things all that much at least not anything major until HoTS
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On April 23 2011 22:33 Rorschach wrote:Show nested quote +On April 23 2011 21:37 ThePieRate wrote:On April 23 2011 20:50 Apolo wrote:On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes. Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much. Warp prisms would actually be viable :O Yes lets make it even morose that Robo tech is the only viable path in PVX.......... This thread has turned into garbage with all the nonsense posts. If you want to theroycraft please at least talk about things that Blizzard MIGHT actually implement. They are not going to alter things all that much at least not anything major until HoTS I'd call the complete removal of upgrades (K. Amulet) and nerfing into oblivion of certain units (the reaper) quite huge. Bigger than anything they've ever done during beta, actually.
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On April 23 2011 22:33 Rorschach wrote:Show nested quote +On April 23 2011 21:37 ThePieRate wrote:On April 23 2011 20:50 Apolo wrote:On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes. Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much. Warp prisms would actually be viable :O Yes lets make it even morose that Robo tech is the only viable path in PVX.......... This thread has turned into garbage with all the nonsense posts. If you want to theroycraft please at least talk about things that Blizzard MIGHT actually implement. They are not going to alter things all that much at least not anything major until HoTS
It'd be enough if there was an upgrade which allows all Pylons to be a Warp-In Pylon for units. The PvP 4Gate wouldn't work anymore and the rest of the game would stay the same.
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4 gates is not the reason why PvP is incredibly boring and suck, I'm not so sure what Blizzard hope to fix with these changes...
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On April 23 2011 21:37 ThePieRate wrote:Show nested quote +On April 23 2011 20:50 Apolo wrote:On April 23 2011 20:37 ThePieRate wrote: They should just make a giant yellow looking pylon surface area around a nexus (Much bigger than pylons area) and then you can only warp in in the general area if your bases. This would make it still as a great tool for defending and nullify 4 warp gate pushes. Also nullyfing 50% of the toss harass. Definetely a welcomed nerf, would make me win much easier vs toss, since i don't care about game balance that much. Warp prisms would actually be viable :O
Nerfing something doesnt make another thing from the same race more viable. Things are as viable as they are. If they're not used it's because there are better options. Nerfing them won't make the less used options better, just more used.
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what sucks in PvP is the fact that forge first fast expo is not viable like it was in sc1 so they have to do something
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On April 23 2011 19:43 Elean wrote: I don't understand why they need to buff gateways.
Do you understand that more strategic variety is better for the game?
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On April 23 2011 11:18 TheRabidDeer wrote:Show nested quote +On April 23 2011 11:10 a176 wrote:On April 23 2011 10:46 ELA wrote: In his defense, nobody has mentioned Broodwar in this thread so far
On April 23 2011 10:54 Griffith` wrote: You should be banned for strawmanning an argument. This is a SC2 forum. Why do you come in and start talking about mbs/scourge/muta-micro when its not even remotely relevant tot he same degree?
please read the entire quote, thanks! On April 23 2011 10:51 TheRabidDeer wrote: He compared it to just muta control. You are making things way more difficult and complex simply by throwing in scourge because the control possibilities suddenly increase dramatically The poster was insinuating in-general that zvz in bw is as "boring/retarded" as pvp in sc2, which is a completely wrong statement. i am trying to illustrate what goes on in that zvz, that while unit diversity is seemingly simple, the amount of control required to excel in the matchup far outweighs that required in pvp sc2. I'm not just throwing in scourge for kicks either; muta and scourge are part of the matchup just as much as zealots and stalkers are. Dodging and killing scourge, while controlling your own scourge and muta groups (max 12 units), is miles beyond simply selecting stalkers and blinking them backwards and why you cannot even begin to compare the matchups, let alone label zvz in bw as 'retarded'. Few problems though 1) Air control is entirely different than ground control. Air control you dont have to manage any unit other than the one you want to move away. Bringing in scourge only changes the dynamics of it because of how dangerous scourge are. If such a unit existed in PvP it would be the same thing (though the delicacy of 4wg some may argue that such a thing exists on a volley basis). 2) In terms of zealot and stalker control, it is probably just as difficult as muta/scourge control, especially as people get better at unit control as time goes on. Unit control in a wg situation is more difficult because of the fact that they are ground units and you DO NOT have blink. Saying people are doing 4wg rushes with blink just illustrates your ignorance of the situation. Moving ground units around and dodging your own units to avoid damage is actually pretty difficult at times. Then there is also the issue of attack speed timing. 3) Stop bringing up the 12 unit max thing, in the ZvZ situation you describe it is usually pretty manageable with the first 6-7 hotkeys. It is only slightly more difficult and you are just trying to exaggerate the fact. You are also still not using a comparable comparison. You are over-simplifying one and over-complicating the other. That is not a valid way to argue something, it just makes you look stupid to people that are actually paying attention.
You are delusional, have you ever even played ZvZ in BW? Slightly more difficult, hahaha
On April 23 2011 22:51 Fym wrote: what sucks in PvP is the fact that forge first fast expo is not viable like it was in sc1 so they have to do something
I don't think forge first is viable at all unless you're playing someone a lot worse than you or the map has a really long rush distance or something. The only fast expand i see nowadays is using DT's to be able to expand. Like i said earlier in the thread PvP in BW does resemble SC2's PvP somewhat, and also some of the non-mirror matchups as well, if you ignore the factor of reavers. Patrolling main army back and forth for map control until 1 main engagement in the midgame.
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One thing that makes sense to me, and I've never seen mentioned (which could mean it's a bad idea for reasons I don't see):
Increase the morph time from gateway -> warpgate to something like 35 seconds instead of the roughly 2 seconds it takes now. A big part of the power of the 4-gate is that warpgates put you a production cycle ahead; making warpgate morph take longer would effectively get rid of the "front loaded" advantage that warpgates have.
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OK for all the people who don't understand why they need to reduce the build times on gateways if they make warpgate tech take longer to build. Warp gate cooldowns are 10 seconds shorter than the build time out of a gateway. If they don't decrease the build time on warp gates then there is going to be a timing period when protoss' just get horribly out produced and run over by incoming attacks. This might lead to slighty stronger super early attacks but they won't have the durability of warp gate pushes because of the time it takes for reinforcing units to arrive.
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They should just nerf the pylons, like pylons can only warp in on same level. No warp in over high ground, solve PvT, PvZ, PvP
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On April 23 2011 19:06 Liquid`Jinro wrote:Show nested quote +On April 22 2011 22:32 Saechiis wrote:On April 22 2011 22:27 TrANCE, wrote:tired of retarded protoss players telling terrans to buid other units, omg like your the first person to ever think of that. Any opening thats not bio will lose to 4gate / void rays / blink stalker and transitioning later means zero upgrades, zero production buildings, high likelyness of being runover by 6gate or 2base colossus or anything pretty much. Not to mention chargelots counter ALL mech. And i'm tired of retarded Terran that don't kno fuckall saying the only way you can win is with mass bio then complaining when you get crushed by Collossus or Hts or even double forge openings. Don't even pretend like you know everything T can do nobody does it's way to early in the game for that and why has Terran been stuck in this rutt with mass bio play?? because it's the only viable teck path? NO it's that it's the path thats the easiest to play and the most explored since it's been around since beta In beta mech was standard in TvP, until tanks got nerfed twice, try again. Also, plenty of Terrans are playing mech or biomech nowadays, making your rant sound pretty uninformed. Mech was never standard TvP - a handful of people played it, but thats it (I could probably name the mech players during beta just off the top of my head: PredY, Avilo, Goody and myself).
Haha I remember you playing Mech, I saw you meching in the beta and tried it myself, I couldn't get it to work so gave up.
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got the feeling this will make 4gate in P v T totally useless and very hard in P v Z
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