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[D] Why is protoss doing so bad in the GSL? - Page 87

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NoobieOne
Profile Joined August 2010
United States1183 Posts
November 15 2010 20:59 GMT
#1721
On November 16 2010 05:25 Uncultured wrote:
Personally I think it has something do do with, when we go our safest most standard build, one bad FF is enough to kill us outright.


This is true at any point in the game. I was pushing, but I underestimated the amount of units zerg was making (he kept overseers patrolling near his bases for observers so i couldn't scout him at all) So when my push happened I did ok against his forward speedlings and they fell back to the ramp I tried to move up the ramp and then a huge ling Hydra force suddenly attacked with a hydra flank. I tried FFing the ramp but misplaced it just enough for zerglings to run down it while i was pulling back and zerg was able to surround my retreating units killing my army. He didn't have to do any micro work. (He actually had pretty bad micro during the battle) and a small misclick from me was enough to cost me the game.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
November 15 2010 21:02 GMT
#1722
You can bring up a lot of small things, like:

P units tend to be less cost effective prior to t3.
The P army is slow and cannot retreat, thus resulting in bad engagements being game-ending (2.25 speed on key units).
Extreme reliance on FF to not die for large periods of the game.

All create ways for P to be forced into non-standard play, or lose a game in the blink of an eye.
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
November 15 2010 21:07 GMT
#1723
Ahh the forgotten third race of starcraft. I mean seriously even in brood war toss had the same problem while T and Z had periods of dominance. I think the main problem is the FF and the toss reliance on it for victory.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
November 15 2010 21:07 GMT
#1724
On November 16 2010 05:50 Jayrod wrote:
Yes, +1 armor and guardian shield is really awesome vs terran and is part of my fast expand build. Its REALLY REALLY effective, but it doesnt make it so you dont need tier 3 to compete with tier 1 terran in numbers.

I think the power of the 4 gate makes protoss hard to balance. Alot of people think with 4 gate you have to all in and go for the win. TT1 in the latest MLG showed another way of using 4 gate: to create a crapload of units that both prevent a fast expanding terran and help secure your own. Having a strong mid-game followup with a 4gate on the table could completely break the balance in all matchups. I would be for them nerfing 4 gate a little in exchange for some fluidity in the mid-game. Right now im not beating any zergs without blink stalkers or just being extremely aggressive and risky in the first 5 minutes. Versus really good terrans im struggling getting to the essential units in a way that doesnt leave me compeletely open for several minutes.

Forcefields certainly are the key to not dying midgame, but the investment in sentries basically eliminates your hopes of doing any type of clever harassment strategies/tactics because all the non- one dimensional harassment play needs the gas


I'm all for removing charge and replacing it with a cheaper zealot leg speed (100/100) only (to make them the same speed as zealots). Isn't this how it was in BW? Nerfing 4 gate is hard. They can make warpgates 100/100 and increase build time by 20 seconds which might force protoss to delay warp tech until after they have enough defensive units initially. These are just random ideas, but yeah, i tend to lose a lot in the mid-game as opposed the early game or late game.
Developer for http://mtgfiddle.com
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
November 15 2010 21:14 GMT
#1725
Poll: What race do you as protoss have the most trouble against

Zerg (64)
 
72%

Terran (25)
 
28%

89 total votes

Your vote: What race do you as protoss have the most trouble against

(Vote): Zerg
(Vote): Terran



+ reasons why please

This poll can probably be refined a little better but it should give some idea of what the TL community thinks about toss and there MUs.
Tomken
Profile Joined January 2010
Norway1144 Posts
Last Edited: 2010-11-15 21:19:48
November 15 2010 21:18 GMT
#1726
Protoss is to random, you always have to play risky, cause of no early-mid game scouting. Terran doesn't need to scout cause they only need marines/marauders to late game! Zerg can just make overseer/sacrifice a overlord.
MBCGame HERO FIGHTING!!!~
dragonsuper
Profile Joined October 2010
Liechtenstein222 Posts
November 16 2010 01:46 GMT
#1727
The problem with protoss is that you have to play really well or you lose. Too much reliance on FF and micro.
lol
lowercase
Profile Joined September 2010
Canada1047 Posts
November 16 2010 01:54 GMT
#1728
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.
That is not dead which can eternal lie...
Karthane
Profile Joined June 2010
United States1183 Posts
November 16 2010 01:56 GMT
#1729
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


I'd say that applies more to Z. Z gets punished for every mistake, like drone time etc. T and P both have stalling mechanics.

You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.

T can repair their wall etc etc.

If Z just pumped a round of drones early game and an attack comes, it's pretty much gg.
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2010-11-16 02:33:41
November 16 2010 02:32 GMT
#1730
On November 16 2010 10:56 Karthane wrote:
Show nested quote +
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.


Does not compute.

Unprepared... has a sentry to deal with it... what?

That's like saying "You are unprepared for my banshees, but you have scans so it doesn't matter"
www.infinityseven.net
Uncultured
Profile Joined September 2010
United States1340 Posts
November 16 2010 02:49 GMT
#1731
Personally I think it has something do do with, when we go our safest most standard build, one bad FF is enough to kill us outright.
Don't you rage when you lose too? -FruitDealer
Karthane
Profile Joined June 2010
United States1183 Posts
November 16 2010 03:10 GMT
#1732
On November 16 2010 11:32 PJA wrote:
Show nested quote +
On November 16 2010 10:56 Karthane wrote:
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.


Does not compute.

Unprepared... has a sentry to deal with it... what?

That's like saying "You are unprepared for my banshees, but you have scans so it doesn't matter"


No, i'm saying that a sentry, which most if not all protoss's will make early game, can negate a rush that they did not see coming.

DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
November 16 2010 03:14 GMT
#1733
On November 16 2010 12:10 Karthane wrote:
Show nested quote +
On November 16 2010 11:32 PJA wrote:
On November 16 2010 10:56 Karthane wrote:
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.


Does not compute.

Unprepared... has a sentry to deal with it... what?

That's like saying "You are unprepared for my banshees, but you have scans so it doesn't matter"


No, i'm saying that a sentry, which most if not all protoss's will make early game, can negate a rush that they did not see coming.



But if you don't have units to kill off the opponent's guys, forcefielding your ramp for a few seconds is only going to delay the inevitable: speedlings surrounding every last building.
You're not going to forcefield forever.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Karthane
Profile Joined June 2010
United States1183 Posts
November 16 2010 03:33 GMT
#1734
On November 16 2010 12:14 DarkPlasmaBall wrote:
Show nested quote +
On November 16 2010 12:10 Karthane wrote:
On November 16 2010 11:32 PJA wrote:
On November 16 2010 10:56 Karthane wrote:
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.


Does not compute.

Unprepared... has a sentry to deal with it... what?

That's like saying "You are unprepared for my banshees, but you have scans so it doesn't matter"


No, i'm saying that a sentry, which most if not all protoss's will make early game, can negate a rush that they did not see coming.



But if you don't have units to kill off the opponent's guys, forcefielding your ramp for a few seconds is only going to delay the inevitable: speedlings surrounding every last building.
You're not going to forcefield forever.


All i'm saying is that you have a stalling tactic that Z does not have, and if you warp in another sentry to help FF and then some more units you can hold off a push that would have probably killed an unprepared Z.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45048 Posts
November 16 2010 03:39 GMT
#1735
On November 16 2010 12:33 Karthane wrote:
Show nested quote +
On November 16 2010 12:14 DarkPlasmaBall wrote:
On November 16 2010 12:10 Karthane wrote:
On November 16 2010 11:32 PJA wrote:
On November 16 2010 10:56 Karthane wrote:
On November 16 2010 10:54 lowercase wrote:
I said it once and I'll say it again.

Protoss: Play perfectly and you win every time.
Make one mistake and you lose.


You could be completely unprepared for my early game rush..but if you have a sentry it doesnt matter because you can FF the ramp until you are ready.


Does not compute.

Unprepared... has a sentry to deal with it... what?

That's like saying "You are unprepared for my banshees, but you have scans so it doesn't matter"


No, i'm saying that a sentry, which most if not all protoss's will make early game, can negate a rush that they did not see coming.



But if you don't have units to kill off the opponent's guys, forcefielding your ramp for a few seconds is only going to delay the inevitable: speedlings surrounding every last building.
You're not going to forcefield forever.


All i'm saying is that you have a stalling tactic that Z does not have, and if you warp in another sentry to help FF and then some more units you can hold off a push that would have probably killed an unprepared Z.


Fair enough, although this means that one of two things are happening while you are committed into this play:
1. The Zerg will also reinforce his army with another batch of lings
2. He'll drone/ expand/ tech up since he's forced you into a defensive turtle position

While it's true that he may not be able to kill you outright at the moment (in the case of option 2), I think either way, the advantage is still with the Zerg players.

A sentry buys a little time but doesn't really even out the score.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
H0i
Profile Joined October 2010
Netherlands484 Posts
November 16 2010 08:11 GMT
#1736
The sentry is the only thing that allows protoss to survive. You often NEED to FF your ramp. There are a few timings (TvP especially) that you can not defend without stalling (using a force field).

Seeing zerg players whine about this fact is hilarious. We would love to have it another way. We would love the ability to fight, but we are doomed to hide.
Silidons
Profile Blog Joined September 2010
United States2813 Posts
November 16 2010 08:12 GMT
#1737
welcome to zergcraft 2 http://www.teamliquid.net/forum/viewmessage.php?topic_id=168854
"God fights on the side with the best artillery." - Napoleon Bonaparte
SovSov
Profile Joined September 2010
United States755 Posts
November 16 2010 08:24 GMT
#1738
I find that the Zealot is the least-scaling core unit between the three.

Zerglings are always a core part of all armies and can be produced when needed in a flash.
Marines are... well, no reason to go past that.

Zealots are useful for the first few minutes, then quickly fall off in effectiveness in early game vs Terran, and fall away mid game vs Zerg. Charge puts them back in the fight against terran mid-late game, but only as a meat shield (and not a very good one at that)).
Logros
Profile Joined September 2010
Netherlands9913 Posts
November 16 2010 08:49 GMT
#1739
1/14 protoss so far today in the GSL qualifiers.
dtz
Profile Joined September 2010
5834 Posts
November 16 2010 08:53 GMT
#1740
can't deny the statistic anymore it seems. sure statistic does not tell the whole story. but such an extreme showing..

i feel for the P foreigners especially
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