Marine Openings need more variantion.
Teapot
Join Date: 2013-01-02 Member: 177083Members
<div class="IPBDescription">Why is Phase Gate the only build?</div>As a new player that got into Diamond Starcraft 2 before I quit I really enjoyed learning to command real people in this game much like I had learned in Empires mod back in BF1942 days. After looking up build orders online to no avail I was able to find one build order, one for "No Obs" which I thought sounded fun so I tried it to little or no success in pubs, I probably didn't have my soldiers use mines exactly right but I digress. My point is, is not only fast phase gates the safe opening, its also the aggressive opening... Before any new guns are implemented there should be more early game mechanics implemented into marine to lead to a much different style of game that is reliable.
Maybe add 2 completely different early game options that are more powerful than phase gate tech in different areas of defense and aggression, phase gates will still be number one as the all around build but the other two will give options, currently nothing else is as viable as phase gate first. I don't know the exact ideas of tech paths but I do know that you could make the early game for marine much more fun for commanders if there was variation and phase gates were moved to 2 Command Chairs needed before being able to be researched but this is completely unnecessary.
And if you think I'm wrong about phase gate first being the only thing viable, theorycraft an opening without it yourself and post it up and watch how 90% of the replys are elitist jerks bashing your suggestion without trying it because it doesn't have fast phase gates.
TL;DR: Phase gates are the best opening bar none in the game and anything else handicaps your marines mobility. There should be at least 2 more opening that aren't as effective as phase gates in the all around role, but in specific roles such as defense or aggression.
Maybe add 2 completely different early game options that are more powerful than phase gate tech in different areas of defense and aggression, phase gates will still be number one as the all around build but the other two will give options, currently nothing else is as viable as phase gate first. I don't know the exact ideas of tech paths but I do know that you could make the early game for marine much more fun for commanders if there was variation and phase gates were moved to 2 Command Chairs needed before being able to be researched but this is completely unnecessary.
And if you think I'm wrong about phase gate first being the only thing viable, theorycraft an opening without it yourself and post it up and watch how 90% of the replys are elitist jerks bashing your suggestion without trying it because it doesn't have fast phase gates.
TL;DR: Phase gates are the best opening bar none in the game and anything else handicaps your marines mobility. There should be at least 2 more opening that aren't as effective as phase gates in the all around role, but in specific roles such as defense or aggression.
Comments
That may be true, but that only really works if you can depend on your marines. (Meaning in a Skulk vs Marine 0:0 battle, you can depend on your marines to reliably win in an even fight) Unfortunately, pubs don't work like that.
I agree with the OP. In SC2 there are multiple builds that can work with lots of nuances (in PuB and Professional league play). Unfortunately, Phase currently feels like the safest and only build that works.
Turrets are a joke that cannot even defend itself against one skulk. (It's arguable if they're effective early game, but they are expensive for what little they provide). The reason I THINK 1:1 upgrades is possible would be because you could rely on your marines to survive decently to wait for phasegate. It's a limitation in Pubs and the reason phase is the safest because you can use more numbers instead of just pure player skill to secure res/get another base.
I doubt we'll ever see NS2 have the nuances of SC2. Player skills vary too much (unlike computer controlled units) for the team to simply put in a slew of new alien units or marine weapons. The shotgun probably is the best example of this. Useless in a newbies hands but invincible with someone with experience and aim.
but they're nerfing IPs next patch so it might effect PG's early game usefulness
I recall that in NS1, phase gates didn't appear until around the 5-7 minute mark. They were actually considered quite high tech.
What I think changed was the absolutely necessity to expand out rapidly. In NS1, the maps were so big that marines tended to stay quite close to home really. They would take the resource towers in the immediate area, and maybe move a little further out, but hive rooms were waaay to far away to consider going to take them in the early game. Now every tech room is a hop skip and a jump away, and there's almost no point in not just locking them all down as you enter.
I would like to see more variance.
Rereading this, I can see how it would sound counter intuitive. Because tech rooms are so close, the resource towers are also very tightly packed. In NS1 holding 3 resource towers was considered pretty much average. Now the marines are panicking if they don't have 5 or more. Far too much resources, and phase gates are far too powerful, so they become the obvious choice.
1. phasegate
2. early arc rush
3. fast upgrades
they all work with good team and teamwork.
Correct me if I'm wrong and pay attention I said pub games. Nothing is the same when both sides are experienced.