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On April 24 2011 04:07 lunick wrote:Show nested quote +On April 24 2011 04:01 Iatrik wrote:On April 24 2011 03:51 lunick wrote: This is stupid how does this make it easier to defend 6pool and 10pools? We get units slower now meaning it will be much harder for early game cheeses You do realise, that the building time of gateway-zealots will be decreased... And even now, you can just defend a early-pool by chronoboosting 2 zealots (even without a wall-in). Don't be stupid and read the OP before start hating. Or do you fight a 6-pool with a early Warpgate? If so, thumbs up. I wouldn't play anymore after losing so many games. lol read the post above you dumbass. Assumptions make an ass out of you. So please, Don't be stupid and read the above post before start hating
Watch the Timer, the lenght of the post and just shut up.
User was temp banned for this post.
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Been suggesting this FOREVER, since beta.
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Why don't they just flip the build times for Warpgate/Gateway after the Warpgate research is finished. So after you finish Gateway research you get the more units, faster for producing out of Gateway. And then the Warpgate takes on the old speed of the gateway.
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I've always thought that the solution to PvP 4gate would be to making warp-in time proportional to distance from a Nexus. That is: warp ins close to your base would take the normal amount of time, and everything further out (say, near your opponent's base) would take longer. Maybe this would have to be scaled according to map size, as well, so that 4gating would still be viable on bigger maps such as Tal'Darim.
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In my opinion, instead of: 1) reducing gateway timing & increase warpgate research time - (makes 2 gate rushes more powerful) 2) moving the warpgate upgrade to twilight council - (3 gate robo players will find it extremely difficult to ever get warpgate tech/push out) 3) increasing warp in time in relation to the distance from the nearest nexus - (makes pvp highly map dependent; compare close air positions on meta to close ground on meta)
Why not: 1) Keep the warpgate upgrade on the cybernetics core but require a tier 2 structure (robo, twilight, stargate) to be constructed in order to research warpgate technology. In effect making the warpgate upgrade akin to the reaper speed upgrade.
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What about moving warpgate to TC tech? imo it would make it more viable as a tech tree in PvP as HTs are rarely used and DTs aren't all that effective since the dominance of robo makes observers so common.
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All they really need to do, is have a second upgrade at the Cybernetics Core, that increases the build speed of Gateways by whatever percentage they feel is balanced, that researches significantly faster than warpgates for a similar cost, so instead of the typical 1 Zealot/ 2 stalker or whatever variation + warp in whenever the research finishes, you will be continually making units.
That way, if you want to play offensively, you can still Warpgate, but if you choose to play more defensively, you can opt to get the Gateway upgrade now, and then get the Warpgate upgrade later. This doesn't break the Proxy gateways, this doesn't make 2gate pressure incredibly broken, it makes it (in my opinion) reasonable, and would semi-diversify tech, as well as making both warpgates and gateways usable all game long.
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On April 24 2011 04:49 Kovaz wrote: What about moving warpgate to TC tech? imo it would make it more viable as a tech tree in PvP as HTs are rarely used and DTs aren't all that effective since the dominance of robo makes observers so common.
My main issue with moving WG tech to the TC is that in other matchups, PvT and PvZ, protoss would be severely confined to TC / templar tech in the early-mid game. While I'm all for more HT play, I don't think limiting the tech path of protoss would make the game any more interesting. Rather simply making TC/Robo/Stargate a requirement for WG, the protoss tech path is still very open.
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On April 24 2011 02:44 Apolo wrote:Show nested quote +On April 24 2011 01:57 Reithan wrote:On April 24 2011 01:45 Disciple7 wrote: I always thought it would be cool to just have opposing pylon fields cancel each other out so the offensive toss couldn't warp up onto the ramp. I'm kinda disappointed though, as PvP was my best MU =(. Yeah, cuz that totally help Zerg and Terran, too. If this game is ever going to have a real 'defenders' advantage' there needs to BE some advantage. Right now, vs P, my only 'advantage' while defending is getting my ramp FF'd and having their army in my damn supply line killing my reinforcements piecemeal as they spawn. It's not as bad against Terran because of their lack of mobility, but a squad of MMM stimming around my base and camping out on ramps pretty much negates any 'advantage' either. And if shit gets really bad for T? Load up the medivacs and GTFO. (Assuming they've killed off my AA already...which isn't hard) There are so many ways the abilities, stats and types of units in Sc2, coupled with the map design combines to completely negate any defenders advantage that COULD exist. DISCLAIMER: This gripe assume you ARE the defender, i.e: you've been pushed out of a forward/aggressive position and are somewhat on the back foot. So, any argument like "Well, just crush his push before it gets to that!" is not addressing the actual problem. Negates any defenders advantage? What are you on about? What is creep? Spine crawlers? queens? Bunkers? Harvesters? Spawning units attacking right away? Sieged tanks? Don't come tell that warp in negates defenders advantage, because that's not true. That a lot of people here are more concerned about easier wins that better game balance is nothing new, but please, moderate yourselves.
It doesn't mean literally takes away all defenders advantage. If you can't see how an ability to remove rush distance is somewhat problematic i don't know what to say. Map design has always been very reliant on rush distance to help balance, now they have to balance around this.
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Bleh, this could solve PvP, not sure how it'll affect the other match ups though.
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I don't know if I'm really for this idea. I think it would be better to make the creation time for stalkers and sentries faster, if you make the zealot spawn too fast than proxy gates are a little bit hard to defend. But what I really like is moving the warp gate tech to the twilight council instead of just increasing the time more, then there will be a reason to not get warp gates, or to get high templar.
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On April 24 2011 04:32 RifleCow wrote: Why don't they just flip the build times for Warpgate/Gateway after the Warpgate research is finished. So after you finish Gateway research you get the more units, faster for producing out of Gateway. And then the Warpgate takes on the old speed of the gateway.
Lol that's a very esthetic way to do it, good proposition
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Why don't they just let it be the way it is for once?
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On April 24 2011 04:38 horticulturalist wrote: I've always thought that the solution to PvP 4gate would be to making warp-in time proportional to distance from a Nexus. That is: warp ins close to your base would take the normal amount of time, and everything further out (say, near your opponent's base) would take longer. Maybe this would have to be scaled according to map size, as well, so that 4gating would still be viable on bigger maps such as Tal'Darim.
My problem with this is that it would be relatively easy to put warpgates up on a cliff and warp units down it close to their base. It might be less safe than building in your main, but it would be much safer than an actual proxy.
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On April 22 2011 17:42 Cajun2k1 wrote: Didn't they already increase buildtime for gateways because they found 2 gate to be too strong?
Yes two gate zealot rush was pretty tough for zergs to stop during the beta, so they nerfed the gateway buildtimes. I hope they're not forgetting that.
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WOW this is awesome news. I'm very happy to hear this!~ And with roaches at 4 range and terran t1 being generally good, I really wouldn't fear proxygates and stuff.
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Taking a closer look at Blizzard's proposed (although not certain) fix, it could prove to be a major buff to the protoss race overall lol.
They are supposedly planning to decrease gateway production times while leaving warpgate production times the same. Well, the only real need of warping in is either reinforcement or emergency warp ins to stop drops and what not where you need units in a certain area. Otherwise, it would be largely more beneficial to be using gateways if you are just producing inside your own base, and macroing up.
The only downside to their plan is increasing warpgate research time, which would mess up timings for early protoss warpgate rushes, but they were easy to scout and easy to stop anyway so this is just encouraging players not to play risky. It isn't really a big deal to increase warpgate research time. It is a very similar change to blizzard increasing the stim research time. It is a nuisance at most.
This change would be glorious for matchups outside of PvP because this essentially means that everything remains the same, except protoss gets faster unit production out of gateways which will most likely be used more often throughout the game when warpgates aren't needed.
As for PvP, it will allow the non-warpgating protoss player to produce units faster than a player who chooses to use warpgates, whose only advantage of using warpgates is to warp in outside of his base, presumably to attack. This is good and all but I can't really judge until I can play with it and feel it out.
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So the problem is that in PvP is that 4 gate is imba?
+ Show Spoiler +I am not a P player, so I do not know about PvP, so please help me out!
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Any kind of Warpgate cooldown timer increase would not solve the problem at all for PvP. Longer cooldowns means you have more time to stack up minerals/gas, so adding an extra gate would become standart. 5 warpgate ftw! :D
Faster build times on the gateway over the warpgate seems to be the way to go...
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