Hugoboss21 said:the relative strength of WarpPrism wasn't that important. even if they were the best dropship in the game, prebuff they were insufficient as a method to safely dropping, which was a pretty big hole in the protoss techtree.
yo, i can just say the same shit ur saying for the infestor, stop trying
Dooraven said:indeed lol
V_Arnold said:Except that your shit does not make sense.
Hugoboss21 said:all we said diffrent was "dropping and harrass opponent" same BRO
V_Arnold said:It is not the same, BRO, because Zergs DID have huge issues where P had no issues. Only in weak Protoss player's mind.
Hugoboss21 said:the relative strength of WarpPrism wasn't that important. even if they were the best dropship in the game, prebuff they were insufficient as a method to safely dropping, which was a pretty big hole in the protoss techtree.
yo, i can just say the same shit ur saying for the infestor, stop trying
see, the problem here is that you're both just typing to fill paragraphs, you could sub out unit names to make marines seem weak versus overlords. the structure of the argument doesn't make it right, you foals.Dooraven said:the relative strength of warp prsim wasn't that important. even if they were the best dropship in the game, prebuff they were insufficient as a method to safely harass opponents, which was a pretty big hole in the protoss techtree. [because blizzard royally failed at designing their harassment system]
dur huurr
It's funny how this patch compeltley went against quite a few of your arguments lol
MC uses warp prisms. he hides templar to protect against emp.Dooraven said:Might want to tell MC and the Korean protosses that or are they weak Protoss players?
clearly broodlords are terrible units and zergs were avoiding hive tech in zvp just 'cuz. Had nothing to do with hydra/roach being a gas sink. nope, clearly hive tech is just bad.Dooraven said:Hell korean zergs didn't even complain about ZvP. Only the crybaby idra significantly did.
I have established reasons and argument behind the strength of the warpprism, something you children refuse to do in your counter examples because you know you cant. You're just parroting me in the hopes that I'll magically change my mind, which is about the level of thought i should expect from a protoss player, i guess. If you were capable of original thought blizzard wouldn't have to tell you guys to use your units.
the warprrism has always been the lowest investment [and thus safest] drop option in
the game and there has never been a shortage of protoss harassment options
MC uses warp prisms. he hides templar to protect against emp.
clearly broodlords are terrible units and zergs were avoiding hive tech in zvp just 'cuz. Had nothing to do with hydra/roach being a gas sink. nope, clearly hive tech is just bad.
Pandaman said:Holden, i see you got tired of being run over for free as a zerg so you're crawled back to toss. too much trouble doing anything more intensive than 1a gateway allins i see.
I've already made the argument, you just refuse to acknowledge it because its inconvenient for you.Dooraven said:Hurr Durr I can't make a reasonable argument as to why the warp prism wasn't weak so I'll just insult protoss players.
if Dustin Browder was the infallible word of god on balance we would never have needed any patches.Ah yes, the plenty of harassment options that Dustin Browder admitted protoss having right? That's why they're not introducing a harassment unit in Heart of the Swarm right?
yes he has. and vs puma is a completely different matchup.He's never used it for drops... which is what I was arguing with Arnold. Also it didn't help him much v Puma where it got sniped by a couple of marines. If anything that kind of wants a WP buff lol.
you realize the infestor nerf will have almost no effect on zvp, right? clean fungals will be a problem in zvt and zvz, but it doesn't really matter in zvp since most zerg chain already because stalkers can just instantly disappear and reappear far away if you dont. protoss dont have the realtime hitpoint gain problem that zvz and zvt has to account for.Hugoboss21 said:most of the problems i stoped playing protoss was that i was lagging like balls, zerg seems to be less affected by lag since there is like half the micro of the protoss needed;; and i don't wanna spend an other 6-8 months trying to get my back to masters, look at keikaku where he is. I got my hand on a EU account, i have no more lag issues and i said i'd go back to protoss once there is a patch;;;;
Pandaman said:do you deny that warping in zealots and/or dt's will 9 times out of 10 result in a successful hatchsnipe or techsnipe?
Pandaman said:do you deny that warp prisms are the fastest dropships?
do you deny that the warpin mechanic allowed them to be the lowest risk dropship at only 200 minerals?
do you deny that they require no gas outside of infrastructure?
do you deny that warpprisms are the only dropship capable of successfully turretdiving?
do you deny that warping in zealots and/or dt's will 9 times out of 10 result in a successful hatchsnipe or techsnipe?
MrKnives said:It's also a worthy point to mention is that if the warp prism gets destroyed while warping in units, you get the money & cooldown on gateways back.
see, these two points are seperate but they really have to be taken together to truly appreciate the mindset problem at work here.Hugoboss21 said:-requires upr
-only 200? you're drop is 100;;; and it can do more stuff then just "drop"
why does everything have to be a build with protoss? you guys want a 2base warpprism +2 sheningan build or you just wont ever build them. but in any lategame situation, you will always have a robo for observers. always. that makes the warpprism accessible at any pont after... what, your second poke? assuming stargate into twilight?-its not like gas would be a problem and its on a seperate tech path
a +3 speed overlord will die to a turret every time.-If u actually testing more, overlords can dive slighter closer then the warpprism
500/600 overlord at risk as it crosses the map, 300/300 tech for that overlord, 250/250 tech for those infestors. derp.-dropping 4 infestor, 9 times out of 10 result in a successful nexus snipe + tech snipe, oh and you save you're infestor
Hugoboss21 said:ya, but we can't cancel and if you kill a barrack you can get your money back;;
Pandaman said:a +3 speed overlord will die to a turret every time.
yes.MrKnives said:Nooby question, never tried. When warping in can you just revert it back to flying form? Thus cancelling the warpin
guess what dropship can pass a full range turret? but to answer your question, when bad things happen, zerg loses its dropship and whatevers inside it. protoss keeps its dropship and nothing was in it yet anyway.Hugoboss21 said:are u passing through a full range of turret? no shit you can't path through a full range turret, when will it happen when ur trying to drop when you passing literally above the turret. I managed to pass a turret with a +1 ovie just fine...
MrKnives said:Nooby question, never tried. When warping in can you just revert it back to flying form? Thus cancelling the warpin
Pandaman said:yes.
guess what dropship can pass a full range turret? but to answer your question, when bad things happen, zerg loses its dropship and whatevers inside it. protoss keeps its dropship and nothing was in it yet anyway.
Warp prisms hold units too.Hugoboss21 said:Hmm i guess you can do that, my bad i guess
ya, but you can start dropping while the turret is atking you, you can't just warp in while moving;
Hazaro said:Warp prisms hold units too.
Internet arguing ho!
but we've just established that you dont have to warp while moving because you'll survive to the other side.Hugoboss21 said:ya, but you can start dropping while the turret is atking you, you can't just warp in while moving;
try it. with this patch you wont even need the +1 anymore, you can just shift up a prism and totally ignore it because nothing really threatens it.oh and terran just needs to get +1 range and you can't pass through a turret
being empty some of the time is still a benefit over always being full.Hugoboss21 said:then he can't use the argument that a warpprism is "empty" all the time
Pandaman said:its not like im just going to magically change my mind because someone calls me bm, so yeah, i guess.
if the buff was unnecessary and the unit turns out to be totally overpowered it'll just get toned down in the next patch (assuming this all goes through) just like infestorszoukka said:I was only commenting on your "stupid tosses" slur. I completely agree with you, that the wp is underused, undervalued and the buff was unnecessary.
Pandaman said:but we've just established that you dont have to warp while moving because you'll survive to the other side.
try it. with this patch you wont even need the +1 anymore, you can just shift up a prism and totally ignore it because nothing really threatens it.
ofcourse he doesn't, he plays protoss.V_Arnold said:ITT Hugoboss proves that he does not understand the drop/warp mechanism at all
accidents bro. we have to worry about things you dont have to worry about, thats an advantage for prisms. hell, so is having your +1 armour accessible from all techpaths, zergs need a spire.Hugoboss21 said:- ya an overlord can survive a turret as i said with only +1 you just don't need to pass through a full turret
you dont build collosi in every game, holden. i know you dont.- Thank fucking god, why would i spend time on a dropship that basicly die to a +1turret when i could just build more collosi
nobody cares what zerg can do. zerg has strong drops, we know. get over your hardon for infestor drops already. their strength comes at an investment [both time and resources] incomparable to any drop you could realistically attempt save some crazy 8 DT hive/spire snipe shenanigans. your two stormers will survive in situations the infestors wont. different races are different.And a zerg can hold 32 marines with +2 dmg in 1 drop ship that only cost mana; If thats balanced can you let me 2 fucking stormers live from 1 turret plz?
Pandaman said:ofcourse he doesn't, he plays protoss.
accidents bro. we have to worry about things you dont have to worry about, thats an advantage for prisms. hell, so is having your +1 armour accessible from all techpaths, zergs need a spire.
you dont build collosi in every game, holden. i know you dont.
nobody cares what zerg can do. zerg has strong drops, we know. get over your hardon for infestor drops already. their strength comes at an investment [both time and resources] incomparable to any drop you could realistically attempt save some crazy 8 DT hive/spire snipe shenanigans. your two stormers will survive in situations the infestors wont. different races are different.
also why the hell are you dropping high templar? what did i just say about toss trying to emulate octodrops?
...Hugoboss21 said:
you have strong drops, the functionality is just different. because you're not terran, you're protoss. if you want to destroy zerg mineral lines, pick terran.well if you have strong drops ( you admit it ) so can i survive 1 turret? plzzzzzzzzz
Pandaman said:do you deny that warp prisms are the fastest dropships?
do you deny that the warpin mechanic allowed them to be the lowest risk dropship at only 200 minerals?
do you deny that they require no gas outside of infrastructure?
do you deny that warpprisms are the only dropship capable of successfully turretdiving?
do you deny that warping in zealots and/or dt's will 9 times out of 10 result in a successful hatchsnipe or techsnipe?
if they cost gas.a176 said:prisms now working as intended, move along
Q8D3vil said:if they cost gas.
Q8D3vil said:if they cost gas.
AdventureRacing said:Agreed, because harass units that cost no gas would be OP amiright?
hellions doesn't fly and don't have cloak.......AdventureRacing said:Agreed, because harass units that cost no gas would be OP amiright?
Q8D3vil said:hellions doesn't fly and don't have cloak.......
will see what happen with the new warpprism.
yes, 111 can be used in tvz but i have only seen it work in the sloppiest game ever thebest vs slayersminAdventureRacing said:I agree giving warp prisms cloak was probably a bit much.
Everyone is getting way too far ahead of themselves, maybe wait and see what effect the changes have and if they will actually be implemented before worrying too much.
Edit: Can 111 or similar builds be used against zerg? I hate when terrans bring banshees with their army.
Q8D3vil said:yes, 111 can be used in tvz but i have only seen it work in the sloppiest game ever thebest vs slayersmin
ACE 1991 said:I can't for the life of me figure out how to remove units from a control group. Often times when the game starts I accidentally map my probes to "1" instead of my Nexus. Any help here? It's really fucking up my game.
ACE 1991 said:I can't for the life of me figure out how to remove units from a control group. Often times when the game starts I accidentally map my probes to "1" instead of my Nexus. Any help here? It's really fucking up my game.
I can't for the life of me figure out how to remove units from a control group. Often times when the game starts I accidentally map my probes to "1" instead of my Nexus. Any help here? It's really fucking up my game.
Dooraven said:Ehrm what's this about cloaked warp prisms? Have I been missing something? lol, that would be massively retarded.
You can't. Just remap the Nexus to 1.
For units: Press Control Group. Shift-click on the units you want to deselect. Press Ctrl+Group. Ta-da!
BigAT said:Holy shit, I leave town for two days, come back and you idiots are STILL talking about the Warp Prism?