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Forums \ StarCraft II Forum \ regarding P warping mechanics
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1 year ago
#21

k_Soze

  1
#20 - exactly. Let's assume warp gate will be high tech. Maybe they'll just throw out arbiters T_T, and then it'll be much worse then recall because of the Phase prism's changing time.
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1 year ago
#22

k_Soze

  1
Oh - and i just read that probably the high templar will have the ability to create a temporary force field - in my opinion "a modified stasis field"
This would suggest that they really want to replace arbiters with other stuff... :(


theory theory theory - i know :) just wanted to share.
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1 year ago
#23

Naib

  4
The use of Warp Gate is to deliver newly created units ANYWHERE on the map. Like, you make 4 Warp Gates, start making 4 DT's simultaneously, deploy a Phase Prism near an undefended zerg expansion, and just before the DT's production is done in the Warp Gates, you set rally to your new pylon power-field near the undefended zerg expansion, to sneak 4 DTs in.
That's how you use warp-in.
You cannot randomly bug around your whole army to anywhere where you got pylon power....that's ridicolously overpowered. (Mass free Recall covering your army? rofl)
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1 year ago
#24

riptide

  1
Just a question. For all the people shouting about this new mechanic being imba, how is this much different from a mass recall?
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1 year ago
#25

Nb.Crackling

  2
okay there was big thread at tl.net discussing about new kind of warping units in, i will try to explain shortly what the on tl.net think:

so u have a high tech upgrade to warpgates.
lets say a zealot needs 60 seconds and a colossus 80 seconds:
a builded warpgate will start building a cooldown automaticaly,
lets say u selected one gate, after 60 seconds a (1) will appear near your zealot and after 80 a (1) near your colossus.
now u r able to warp in them anyware in range of a pylon, u need to pay their cost now and it takes like 1-2 seconds for the warp-in animation.
after the new cooldown starts etc.
now if u got 16 gateways selected like in the video and your cooldown is ready u can warp in 16 zealot/colossus
after warping 1 units of 1 gateway the cooldown will start for it again, this means u will a (1) beside your zealoticon at the gateway 60 seconds after u warped in the first one, and a (1) for colossus after 80 seconds.
when cooldown for 2. gateways finished u will get a (2) etc etc, so if u r just very fast and can warp in your 16 units nearly instantly your gateways will show (16) quite fast.

now try thinking about new possiblitys for p and dont say its imba or multiplegateway selecting gonna take away macro from game.
so u allways need to warpin your units after cooldown, if not u just wont get any units. or u get like 20 gateways and out 12 of them u allways warpin your units but in the other 8 u let them beeing in queque for more mobility if, so if f.e. ur expo is attacked u can warp in 8 units there instantly :)
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1 year ago
#26

Andaroo

  2
From the gameplay video it seems that it takes a while to warp in zealots, you have to click each square individually, so it won't be like mass recall, more like a dropship that can hold infinite units. And if u can get a pylon somewhere you'll obviously be able to get a transport there. I think the warp-in thing is just to get rid of one of the toss weaknesses, (eg. in pvz u can simply attack them when their army is away and there is nothing they can do about it short of spamming cannons, there really shouldn't be a need to make like 6+ cannons + high templars just to defend an expo. I know most people think that the game is balanced but in reality it is impossible to truely balance a game completely. I can think of lots of things that are imbalance in SC.)
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