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Warp-in causing balance issues ?

Discussion in 'StarCraft 2 Strategy Discussion' started by {Philzude}, Feb 6, 2009.

Warp-in causing balance issues ?

  1. Gandromidar

    Gandromidar New Member

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    Sounds like a preeeeetty good strategy! *writes it down* Lol, I might just steal that strategy...
     
  2. EonMaster

    EonMaster Eeveelution Master

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    10 warp prisms? I'm pretty sure any good player would have some form of detection by that point, making the dt almost useless by themselves.
     
  3. freedom23

    freedom23 New Member

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    at this point protoss seems to be really the most intimidating out of the 3
     
  4. Hayden351

    Hayden351 Member

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    I don't know you would probly only need 3 or 1 in a back drop I really hate thoes maps where your base i vulnerable from all sides.
     
    Last edited: Feb 27, 2009
  5. En Taro Satan

    En Taro Satan New Member

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    To OP: I believe the reason that zerg lost was just because he was sh*t.
    If someone has double the income of the other player while they are going turtle then it should be difficult for that player to come back unless the one in the lead makes a mistake.
    Warp-ins mean you can get units faster, but you still only have half the income of your opponent...
    What I suspect happened was zerg made the mistake of attacking before he could make good use of his expansions and get a stronger army. Zerg probably should have just gone for the contain.

    I dont think warp-ins are that imba, its 50 gas and minerals per gate, which isn't that cheap, also I would image 4-5 warpgates would start to get a little hard to manage.
    The only thing I think would need changing(should warpgates prove to be too good) is the build time, because it is my understanding that, gates take about 20 seconds to upgrade to a warpgate.
    If this went up, closer to a minute, then protoss would have their part of their production halted for noticeable amount of time. Even more so if they upgraded most or all their gates at once.
    This would cause upgrading to be risky early on which in turn causes protoss to generally upgrade later. Which makes their warp-ins less effective because the other races should have massed up or powered up enough to not get run over.
     
  6. Aurora

    Aurora The Defiant

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    Are their even devil worshipers here these days? Freaky...

    Anyway, why does everybody seems to have forgotten to mention the reactor? It doubles you marine production. And the spawn larva of the queen will really help to get more units quickly. I highly doubt that warp-in causes balance issues because of those options. Also, like others pointed out, it will take a while to get a working pylon or prism near an enemy base.
     
  7. Kimera757

    Kimera757 New Member

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    You can manage the warp gates really easily. Put 'em in a control group, and I believe you can select them all just by pushing "W". I don't think warp-in is broken though.
     
  8. Aurora

    Aurora The Defiant

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    As far as I know, you can put them in a group like you said, but you have to click-push for every seperate unit. Not once for all warpgates.
     
  9. Kimera757

    Kimera757 New Member

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    True, but that's not a big deal. Also, you have to click the hotkey once for each unit produced from multiple structures, even for gateways, robotics facilities, etc.

    The only extra micro requirement for using a warp gate is you have to click on the summoned location for each unit (easy; you'd be focusing on that area when using warp gates anyway).
     
  10. Aurora

    Aurora The Defiant

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    True.

    One thing: when you select a group of buildings, it would be nice to know which building is producing the unit when you click. If a player gets the unit, it had better spawn at the base that is under attack. Not under some shrouded expansion. -talking about normal training now, not warping-
     
  11. Kimera757

    Kimera757 New Member

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    I like that idea too, but it's not a big priority.

    If your base is under attack, you should go back to your base to coordinate the defense. While you're there, you can just click on the appropriate buildings in that base and re-route their rally points.

    MBS is great for when you're on the offensive, as you don't need to leave the action in order to reinforce.

    I even have an example (well, two of them) from Warcraft III. I was playing the undead campaign of Frozen Throne a few months ago, and practicing the use of MBS (something I had hardly ever used in Warcraft III before the announcement of StarCraft II). I played two missions to test this, both Sylvanas missions: The Dark Lady and A New Power in Lordaeron.

    In the first, Sylvanas wants to attack a powerful dreadlord (and his massive undead army). There were creeps all over the map, many of which had healing or bloodlust abilities ... and Sylvanas and her banshees can grab control of these units. In theory, MBS would be useful; I could move Sylvanas and a small escort to grab control of the creeps while using MBS to reinforce the area aroudn the base. Alas, in practice, it didn't work out... not having Sylvanas in the base meant you lose the base, and I had to spend more time coordinating defenses rather than the more exciting task of grabbing strange units. MBS just wasn't useful in that mission.

    In A New Power in Lordaeron, the mission opens like True Colors; you have seven minutes to destroy an enemy base (There are two bases, an undead/dreadlord one and a human one). They don't make units and don't send units to attack your base, so you can ignore defenses and try to crush one of the enemies. MBS was so useful here. (If I were better at macromanagement, I would have crushed the enemy base in the 7 minute timeline. It took me 7-and-a-half minutes, so I actually had to reinforce my home base, which basically meant redirecting the rallies and frantically pumping out units until I could get Sylvanas and the main force back home!)
     
  12. Aurora

    Aurora The Defiant

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    Those missions with sleeping units are freaking easy, but I see what you mean. The mbs isn't usefull in all situations, but it can come in handy with macro. However, as a Zerg player I say: it will be weird. How can you keep track of how many Larva the Hatcheries have AND the double rally poits? This will take days to master.
     
    Last edited: Apr 10, 2009
  13. Kimera757

    Kimera757 New Member

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    You can't really. (Well, you can, just by selecting the hatcheries, pushing S, and counting how many larvae there are.) The rally points use separate hotkeys and I believe they have a different color as well. (By the way, selecting all your hatcheries and then producing drones will be irritating when your main base has run out of vespene/minral patches. You'll need to keep two separate groups of hatcheries; one for all o fthem (so you can make combat units) and one for the expansion hatcheries so you don't create drones in useless areas.) Remember to rally each drone rally point separately, otherwise you'll have drones leaving one expansion to head to the next one.

    And yes, not only will that take time to master, but there will only be a zerg tutorial in Wings of Liberty; there will be plenty of bad zerg players until Heart of the Swarm comes along.
     
  14. Aurora

    Aurora The Defiant

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    Yeah, in Brood Wars I always just ctrl-click all larva on the screen, then shift-click if I have to many. Gives me a disadvantage with macro, but it seems to work most of the time. I would get slaughtered on fastest maps, but those suck anyway. Hmm, better start practicing in wc3 as well... Good tip, thanks.