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Protoss From Many Angles - Page 2

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KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-14 10:06:39
March 14 2011 10:05 GMT
#21
Yes and no. I understand that the colossus overshadows many other units, but I like it that way. The colossus is something to be feared, and that makes it a very spectacular unit. The gateway units are underrated. You can't say sentries are underpowered, and there are new fast double forge builds that make gateway units deadly. Blink stalkers are still very powerful, and chargelots are getting a nice buff. Of course gate units are not as potent as MMM, but they're not weak by any means. I've been playing around with Templar without insta-storm, and surprisingly, it's not particularly missed. Drops are harder to deal with for sure, but aside from that, Templar are still a powerful unit.
Liquid FIGHTING!!!
Iamyournoob
Profile Joined August 2010
Germany595 Posts
March 14 2011 10:10 GMT
#22
On March 14 2011 18:44 WhiteDog wrote:
Gateway units are good enough, what exactly is wrong about them ?
Stalker get demolished by marauders, but gateway + forcefield can take a heavy bio army.


They can take a heavy bio army in small numbers - yeah that is true. But once it gets to the size of maybe 20 units, stimmed marines and marauders just rip through gateway units. I can't tell you how frustating it was to me in the beginning to actually macro better than a terran but not get Colossi out in time and lose to the way more cost efficient Terran bio ball.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
March 14 2011 10:56 GMT
#23
i think your right about the balance among stages.. toss being pretty impotent in t1 but strong lategame (i dont really think OP but whatever) while terran and zerg seem to be able to win even lategame with only t1 and some t2 units
niTsEn
Profile Joined December 2010
Germany86 Posts
March 14 2011 11:12 GMT
#24
I would split my opinion here. I really think in pvz the collossus is too strong. Corrupters only in huge numbers can deal with 5+ collossi. And if z builds that many corrupters my warpgate units will overrun him. So from this point of view sure it should get nerfed slightly.

But like the OP mentions in PvT you just need the colossi to be that strong because if not you can`t hold a bio push with stim etc. it just feeld unrealistic how gateway unit sucks against stimmed bio units. So for that scenario collusus needs it splash and its damage.
And added to this point my late game against t was always zealot/immortal/ht. With KA now removed i kinda feel like i won`t do this transition anymore and just will hope that my colossi won`t get sniped by vikings before the real engagement starts.

As last thing i really really love your idea with the observer going to the nexus and you "just" have to build one of our higher tech buildings. I told my buddies so often that we are forced into one tech tree just to be safe against DT/Banshee/Burrowed Roaches. No other race is forced to go one tech path just to get detection.
alepov
Profile Joined December 2010
Netherlands1132 Posts
March 14 2011 11:20 GMT
#25
There's one more thing. You could also buff the upgrades on the gateway units, making them not OP in early game, but also not UP later on. That accompanied by colossus nerf, would give P more room for experiment.
ლ(ಠ益ಠლ)
Philip2110
Profile Joined April 2010
Scotland798 Posts
March 14 2011 11:24 GMT
#26
Agree with everything you said, its a shame that this is how protoss work but i really doubt blizzard are going to change anything
Master Sc2 - Diamond LoL - Eu W
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-03-14 11:31:42
March 14 2011 11:31 GMT
#27
Removal of KA is not necessary. What is necessary is balancing of HT. Be it reducing starting energy of KA to 15, 12 or some other way, removing KA is going from overpowered to underpowered. Yes, there is a fine line of balance, and if in the late game it is let's say 55% in favor of Protoss, if and only if, they go HT with KA, then now for sure it will be smaller than 50%, and even if making EMP only reduce 100 energy may make it close to 50% it won't change the fact that favor lategame will now be at side of terran.

Forcefields costing 75 energy i think could make them too weak for their cost. 100 gas is not cheap, and forcefields, specially in these new open maps, need to be used in quantity to have effect or armies just go around them. Still, this one is debatable.

Also agree with the carriers, specially now that battlecruisers got a ridiculous speed buff (needed but the speed increase they gave it is too much imo). Still it won't change the fact that they are so hard to get, and only rarely will we see them.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
March 14 2011 11:37 GMT
#28
"Its" doesn't have an apostrophe when used to denote possession. "It's" solely means "it is".
hmunkey
Profile Joined August 2010
United Kingdom1973 Posts
Last Edited: 2011-03-14 11:44:20
March 14 2011 11:43 GMT
#29
I feel like KA shouldn't be removed, but it shouldn't give Protosses instant storms either. It seems a bit unfair that Protoss can survive attacks that would normally demolish them even if they're unprepared simply because they can warp in multiple instant high damage AOE spells at any location on the map. Maybe if the upgrade costed less and gave just under the necessary amount of energy things would look pretty fair.

It would reward scouting, preparation and forward thinking, and it would allow their opponent to strategically pick targets knowing they have a small window before the storms hit. As it stands, late-late game PvT seems like a serious uphill battle.

And honestly, I think FF costing a little more wouldn't hurt, but it would have to be balanced in such a way that Protoss could still defend against Zerg all-ins and whatnot in the very early stages of the game where FFs are vital.
wristuzi
Profile Joined July 2010
United Kingdom1168 Posts
March 14 2011 12:14 GMT
#30
I understand the concept and point behind this post, but it just seems a little, well pointless.

Is there anything wrong with having strong and weak points during the length of the game? Yes, protoss are weak pre- and post-4gate, but so is zerg before they get their FE expansion up, and so is terran when they go MMM or mech and haven't got a critical amount of tanks/MM up.

You talk about zealot/stalker being useless late game, when at the moment there is an increasing popularity of double upgrade builds, which zealots benefit from massively, stalkers less so. And I think it's a bit silly to call the blink upgrade anything but a massive upgrade as well - it leads to so much more than 'a harass tool, and a way of allowing Stalkers to occasionally frontload some damage or take some extra hits'. And charge is also nothing but a huge upgrade, which is actually being buffed in 1.3, something everyone seems to forget about.


Zealot -
Charging Zealots will now hit fleeing targets at least once.


This looks to be a big buff against MM especially.

As far as unit diversity (especially T3) in the late game goes, I'll concede that the colossi seems to be becoming an almost compulsory unit to have in your army. I will not agree however, that you don't see enough of the other T3 units, carriers and archons, let alone mothership which it's not even uncommon to get in the late game anymore.

I feel like my post has kind of lost direction now. Bah. I feel like the OP is not a whine, but it can't help come across as a little whiney. I KNOW IT'S NOT. Just consider that protoss use of colossus isn't the only unit composition that players are forced into - I haven't seen a pro level ZvP where the Z has won with ling-muta since people discovered the 6 WG push. And you very infrequently see ZvT where the Z doesn't go ling-muta-bling. Hopefully the infestor change in the next patch will help move the focus of the Z matchups away from the deathball situation that it seems to be in now.

I hope I don't offend, I just think protoss is in a good place at the moment, and probably will be even with the KA change. I realise that being forced into using one unit in all matchups isn't ideal, but that's a huge part of the game - forcing unit compositions. Sure, terran has an incredible diversity of units to use, but that's part of the race that they have to learn also - finding the right unit composition. Also bear in mind that having lots of unit diversity does not necessarily equal having lots of strategic diversity.

Gonna end with a mollifying ' '
MarineKingPrime ¯\_(シ)_/¯ // Naniwa ¯\_(シ)_/¯ // Morrow
CrumpetGuvnor
Profile Joined November 2010
Australia302 Posts
March 14 2011 12:40 GMT
#31
If observers were to be built at the nexus, they shouldnt be cloaked. You would have to get a robo if you wanted the cloaked version. I also think if the collosus were to be nerfed, you would have to buff the immortal somewhat. Give it a range upgrade or something so they cant just be target fired down by marauders whilst they are in front of a gateway ball
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-03-14 13:06:33
March 14 2011 12:55 GMT
#32
On March 14 2011 19:10 Iamyournoob wrote:
Show nested quote +
On March 14 2011 18:44 WhiteDog wrote:
Gateway units are good enough, what exactly is wrong about them ?
Stalker get demolished by marauders, but gateway + forcefield can take a heavy bio army.


They can take a heavy bio army in small numbers - yeah that is true. But once it gets to the size of maybe 20 units, stimmed marines and marauders just rip through gateway units. I can't tell you how frustating it was to me in the beginning to actually macro better than a terran but not get Colossi out in time and lose to the way more cost efficient Terran bio ball.

I have seen tyler going for heavy upgraded gateway army against bioball, he did that to Jinro recently and crushed him.
You have not taste frustration until you have seen your 200/200 hydra roach army getting destroyed by a 150 food colossi stalker army without killing one unit. That's how SC2 is, hard counter.

And about observer in nexus : bad idea, that would make toss scouting ability imba (it's already way better than zerg & terran).
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Moja
Profile Joined July 2010
United States313 Posts
Last Edited: 2011-03-14 13:10:25
March 14 2011 13:09 GMT
#33
Best way to nerf the colossus is a move speed reduction imo. This makes it so:
1) takes more skill to use (potentially need warp prisms for moving around quickly)
2) clearer distinction between colo and HT tech
3) same combat effectiveness but worse map control/counterattack ability

With the trend towards bigger maps this will have an even greater impact.
kirkybaby
Profile Joined May 2010
Korea (South)781 Posts
March 14 2011 13:14 GMT
#34
On March 14 2011 22:09 Moja wrote:
Best way to nerf the colossus is a move speed reduction imo. This makes it so:
1) takes more skill to use (potentially need warp prisms for moving around quickly)
2) clearer distinction between colo and HT tech
3) same combat effectiveness but worse map control/counterattack ability

With the trend towards bigger maps this will have an even greater impact.


great points and concisely articulated. +reputation to you sir
tournament history: 512th place in Altitude TLOpen #1
Ravomat
Profile Joined September 2010
Germany422 Posts
Last Edited: 2011-03-14 13:18:38
March 14 2011 13:16 GMT
#35
You cannot just change the impact of upgrades on gateway units without disrupting very basic unit-upgrade dynamics. I'm specifically talking about the Zergling-Zealot relation where zealots kill Zerglings with 3 hits when the attack upgrade of the Zealot is on the same level as the armor upgrade of the Zergling and as long as the Zealot has more attack upgrades he kills the Zergling in 2 hits. Now if you make the Zealot stronger Zerglings become entirely useless as soon as Protoss starts upgrading which is really bad because the effectiveness of Zerglings can already be significantly reduced by Force Fields.

In my opinion a lot of the problems come with the fact that units ball up and are easy to micro because of that. So I think reducing the movement speed of the Colossus could help out a lot because you need to be more careful when moving your ball around and it gives Zerg and Terran more time to react and set up flanks. Also i believe this could help out PvP for the same reasons.

To touch on your other suggestions:
2. Charge is getting a buff so let's see how this will help.
3. I don't agree with this. Observers are incredibly powerful. They are permanently invisible so they can permanently watch an area for only 25/75 and with their speed upgrade they are as fast as a worker. If your build is an autoloss to Cloak Banshee steal a gas like many people do when 3gate expanding in PvT. That way you have more time to see if Banshees are coming and get your Robo up. It makes the game more interesting because mindgames get more involved. Also a Robo is always useful to have for emergency Immortals or Warp Prism play. I would not change the Protoss detection thing.
4. I'm not sure about this one. It would effectively reduce the numbers of Force Fields from 4 to 2 per sentry. This means PvZ sentry expand would become considerably weaker and make it much harder for Protoss to fast expand. Protoss needs those extra forcefields. I could be biased because I'm a Protoss player but I don't think it should be changed now.
5. Well, Carriers have the highest DPS in the game but their cost especially with interceptors and build time even with chronoboost...I don't know they are strong but almost impossible to tech to. Maybe it would help to increase their mineral cost but make the interceptors untargetable.

Also I think it's wrong to just remove Khaydarin Amulet without trying to tweak the numbers.

I got some more ideas:
I) An expensive Sentry upgrade which increases the effectiveness of Guardian Shield. So Zealot/Stalker stand a better chance against MMM and Roach/Hydra in the mid/lategame.
II) Increase range of Immortals to 6 to get them in line with Stalkers and Marauders. I think it's disgusting that Immortals have less range than Stalkers/Marauders because of Blink and Conc Shell. Yea, I know about Force Fields but you cannot really replenish sentries later in the game which are obvious targets for hit-and-run tactics or suicide squads which have the sole purpose of sniping sentries.
III) Increase range of Archons to 3 to make them more viable.
IV) Reducing the energy cost of Hallucinations in conjunction with increasing the cost and/or build time of the Colossus. It would make the Death Ball itself stronger but the acquisition of it harder.

avilo
Profile Blog Joined November 2007
United States4100 Posts
March 14 2011 13:17 GMT
#36
I'm judging from the OP that he's never used the fast 3/3 double forge build considering how he belittles gateway units a few times and mentions how weak they are when fast 3/3 double forge gateway units with high templar is incredibly strong.
Sup
babysimba
Profile Joined November 2010
10466 Posts
Last Edited: 2011-03-14 13:28:52
March 14 2011 13:17 GMT
#37
Players still don't understand how strong protoss is. Best 1-base aggression to punish greedy builds, forcefields, instant reinforcement anywhere on the map which can also be used for harrassment (dts,hts, warp prisms), most cost effective units late game, strongest units in terms of food. Mobility (in terms of small groups warp-ins), firepower of units, macro mechanics, this race just has unlimited potential.

The reason why protoss is so strong mid-late game is not colossus or hts, its the underlying issue that most people don't see, strongest tech switches. Ability and strength of tech switch relies mainly on 2 things - upgrades and build-up cost (building of infrastructures).
Heavy stalkers/zealots, immortals, colossus/hts, all of them requires different unit responses from the opponent, and all of them share the same upgrades. The remaining units, phoenixes and VRs (with the exception of carriers) do not even require upgrades for their usual purposes. Just imagine the strength of zerg and terran, if terran's mech&bio and zerg's melee&ranged share the same upgrades.
Protoss only need to build gateways that can produce so many different type of units, compare that to terran's raxes and facts that requires reactors/tech-lab for maximum efficiency for different type of units. Protoss "mech" army are so expensive (yet strong), they only requires 1-2 robo/stargates in 2 bases which implies low build-up costs. Protoss also has the strongest macro mechanics in CONTEXT of protoss. Chronoboost allows faster production of probes to keep up with zerg and terran economy, while allowing to chronoboost upgrades (that actually affects 80% of their units) and boost production of their robo and stargates units (this further reduces their build-up costs).
This is why you see protosses going for all the techs in certain games, even though they cannot support all the production yet, but they can use them so effectively when the situation calls for it. You don't see that in terran or zerg games (unless zerg is so ahead). Protoss can easily transition to another tech without losing strength, zerg can tech switch but their upgrades will fall behind, terran.... well with the exception of hellions that only need blue flame upgrade. (seriously terran players should start to learn how to complement their bio army with blue flame hellions to fight zealots heavy army)

For units, i honestly feel sentries should be nerfed somehow without losing their early game usage, either by increasing starting energy and energy of forcefield together, or by reducing their maximum energy. I am actually ok with colossus and warp in hts, but not with chargelots. Chargelots are just too cost effective as a mineral dump when used together with colossus and hts. Colossus are really fragile units that will make or break the game with micro, most importantly they need to be supported by gateway units. Hts alone are not really a threat without zealots. Notice sc vs san games carefully, sc actually get owned by chargelots not hts. His ghosts and micro can actually handle hts without zealot support with more cost effectiveness (shown in certain situations). Chargelots not only can tank, they also restrict the army too much for good storms. They are also too good against mech right now. (like i said earlier, terran players need to complement BF hellions into their army, their damage are so ridiculous against light, so time will tell if chargelots are actually balanced). Lastly for phoenixes, few phoenixes actually thrash few mutas in terms of harrassment ability lol, they are just too good with protoss' tech switches, so if that get sorted out it should be fine.

Edit: They can always buff sentries energy regeneration to balance it out.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2011-03-14 13:27:47
March 14 2011 13:24 GMT
#38
i agree with a lot of your points. as a protoss player, i fucking hate the collosus. not because i dont enjoy/can't use em effectively, but rather the warcraft 3 heroish feel they emanate. gateway units are in a definete need of a buff, but there is a way to do so while not making 4 warpgate imba. something like reducing the build time when making units out of gateways, and subsequently increasing warpgate build time/cost. that way, players don't have to rush for warpgate (vs t or z) and in pvp, a defensive protoss has a large timing window to defend comfortably (but would still be punished when trying to be overly greedy with tech). they give up an offensive advange of warping in units at their opponents base, while obtaining a defensive advantage of being able to make units slightly faster. And maybe increasing the time it takes for a gateway to turn into a warpgate (to like 30 second or something). That way, protoss' wont mindlessly turn all their gateways into warpgates asap. There would be some strategic decision making involved. Do i turn all my gateways into warpgates now? Half of em? Should i turn em back into gateways to boost my production? This (along with chrono boost to speed up transformation time) would lead to very specific and calculated pushes and chrono boost usage depending on what role you wish to pursue (aggresive warpgater, or defensive techer). However, i believe its too late for them to signficantly change the warpgate at this point, but maybe we'll see something in the future.
When they see MC Probe, all the ladies disrobe.
nihlon
Profile Joined April 2010
Sweden5581 Posts
March 14 2011 13:29 GMT
#39
I was expecting pictures when I clicked this thread. I'm dissapointed.

On March 14 2011 19:56 B.I.G. wrote:
i think your right about the balance among stages.. toss being pretty impotent in t1 but strong lategame (i dont really think OP but whatever) while terran and zerg seem to be able to win even lategame with only t1 and some t2 units


How has zerg stronger t1 than protoss?
Banelings are too cute to blow up
Tomken
Profile Joined January 2010
Norway1144 Posts
March 14 2011 13:41 GMT
#40
Srsly why is "KA removal is necessary"? Ghost doing 1k instant dmg to toss army is more crucial.
MBCGame HERO FIGHTING!!!~
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