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nShade
Profile Joined August 2010
Bulgaria296 Posts
September 09 2011 17:32 GMT
#21

1.Why don't Protoss constantly harass and put on pressure?

- Putting pressure on an opponent during mid game, as protoss, is a huge risk.
The reason for that is the fact that, if an engagement goes badly for the protoss, he can't really retreat without taking heavy losses, thanks to concussive shells, stim, zergling surrounds.


Why don't Protoss use Mothership?
- Motherships are a good unit toi have at an endgame scenario, I feel. Though it's hard to be in a situation where the enemy won't already have propper units to deal with it quickly. 1 EMP, 1 feedback, 1 neural parasite (god bless the patch), 1 volley of mass viking/corruptor fire, and it's dead. Was it worth it? Maybe. I imagine it will get some use again in PvsZ lategame after the patch. It could punish infestor/broodlord play with a well placed vortex.

Why don't Protoss use Hallucination?
- It does get used for scouting quite often, but that's all really. Hallucinating anything that can't be used for scouting, is not that usefull if your opponent has detection. There are some situations though where hallucinations like voidrays or colossi in PvsZ lategame have their potential, as they can soak up infestor spells and possibly corruptor fire. Still, you'll need to use the sentry energy on hallucinations instead of force fields, which are generally a better choice overall.

Why don't Protoss use Warp Prism?
There are a couple of reasons, I feel.
First off, creating warp prisms takes away from colossus building time. (which at high level of play can cost you dearly.) They are also quite easy to pick, thanks to their low health (changed in patch now) and speed, if they are not upgraded with the Gravitic drive upgrade (was that the name?)
The other big reason is, protoss does not have anything worth dropping untill very late game, when he can afford to drop high templar and then remake those after losing them eventually.

Sentry drops+ warp-ins above ramp have gained some popularity, which is really cool.
I feel like after the patch, we will see some experimenting with that kind of strategy more often.



Why don't Protoss use Templar?
They do....

Why don't Protoss use Carriers?
Too big of an investment in all 3 SC2 resources. Minerals, Gas and Time.
In order to have a number of carriers and have them pay for themselves, you will be dead.
Ofcourse a fleet of 10 carriers will be amazing, but you just can't get 10 carriers without dying a painfull death.



Those are my thoughts. I am sorry about my bad English, teamliquid. :/
Moosy
Profile Joined October 2010
Canada396 Posts
September 09 2011 17:34 GMT
#22
most of what you're suggesting is only viable in the late game. otherwise it is not very practical.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-09-09 17:41:31
September 09 2011 17:40 GMT
#23
Harass:

The problem with protoss harass is that it requires heavy tech investment for relatively poor harassment options that aren't too useful in your main army. Compare that to something like a medivac drop, which is 0 tech investment, has the potential to do a lot more damage much faster, and is already part of your main army. Even something like blink stalkers is an investment (sometimes you can't afford fast twilight + blink if you're going colo, or if you're going gateway you need charge asap to hold off that attack), unless you go mass blink in PvZ or fast blink in PvT (in those cases, yes you do see a lot of blink harassment). And then again stalkers are expensive and have some of the worst DPS in the game. If your stalkers get flanked by bio or speedlings, or get caught by a fungal... it's a huge loss unlike losing a medivac or a group of 20 speedlings. People including me are starting to use a lot more warp prism though.

tl;dr High risk/investment small reward.

Mothership:

I do use mothership every late game PvZ. Effectively. At the highest level of play. I agree with you, people think it's a joke unit but it's actually one of the strongest units in the game and people just don't realize it yet. Kinda like infestors before the infestor patch. PvT though... too easily completely nullified by vikings and ghosts which terran will have no matter what. In PvP, you normally don't get to that late game to see it.

Warp prism:

People are starting to use this more and more. The reason why it wasn't used as much before is because a warp prism drop is really sad compared to the damage you can do with a medivac or baneling drop. Also in most situations robo production is really high demand and sometimes you can't afford to get a warp prism instead of another colo or more obs.

Hallucination:

People do use this a lot early game. When you get obs though obs is much better and requires less apm to use.

Templar:

You already realize this is slowly changing, people do use templar a LOT now.

Carriers:

I've experimented a lot with carriers. The reason why they are uncommon in PvZ is that voids are better in almost every way, except that carriers do a bit better against hydras than voids - but every other unit in the protoss army counters hydras so they're not an issue. However, the other counter to voids is fungal - which aren't good against carriers - so actually I'm using carriers instead of voids now in PvZ and achieving great success. I agree with you here, they should be used more.

People say that the issue is that because they take so long to tech to and build you die before you can get them - well you don't have to rush for them - you can max on your regular protoss army but as the game goes on you can slowly phase out gateway units in favor of carriers.

As far as PvT, while vikings don't counter carriers, they are more easily accessible and trade evenly with carriers. A big problem with carriers is that usually when you get them, you're just starting to upgrade them whereas bio is already on 2-2 or 3-3. And upgraded marines actually do counter unupgraded carriers. Carrier/HT is an awesome combo, but again at that point a terran can have 10+ ghosts and it may be difficult to get off those storms with EMPs flying everywhere. I used to try to tech switch to carrier in late game PvT but I've found that it just wasn't worth it. Carriers don't actually win vT in a 1a deathball style. It's much easier and effective to just stick with gateway/ht/colo.

annedeman
Profile Joined March 2011
Netherlands350 Posts
Last Edited: 2011-09-09 17:55:57
September 09 2011 17:40 GMT
#24
a mothership itself costs more then 2 expansions in resources(and that is without the cost of teching to it) and has really limited combat abilities apart from being rather good at soaking damage, the stealth bit rarely matters that late in the game when everybody has plenty of detection.

carriers are just bad as long as the opponent has as many armor upgrades to equal your air upgrades(their dps is not high at all because interceptor attackspeed is so low, 3sec the same as siege tanks, it does 5*8*2/3= 23 dps only slight more then what a stimmed marauder does vs an armored unit), it does scale wunderfull with attack upgrades but gets thrashed in the same way by enemy armor , and if for example a zerg scouts the fleet beacon when its done he can build a spire and have corruptors out before the carrier is even done(carrier build time is bigger then corruptor+ spire build times combined). also a carrier does really really bad dps(stalker like dps but for more then 4 times the cost) vs anything that has high natural armor reduction(corruptor/bc).

halluction is used ALOT as a scouting tool for pretty much all protoss going 3 gate sentry expand vs zerg(less so in the PvT version as that version generally wants to put pressure on the opponent wich will give scouting information and the early infestment makes the pressure less effective and delays your economy)

and templar tech is altleast as common as collosi tech in non PvP mu's at the highest lvl(korea) atm.

I agree the warp prisem is underused, but its also a paper plane and takes up the incredibly valuable robotics time and in pvt gets sniped in seconds by vikings wich often want anyway because of the collosus threat,it has very small capasity and requires an upgrade from robotics bay to get away from anything.
i think we will see more warp prisem play in the future though(both as harass tool and in the way MC and hero use them to give EMP protection).
RAIN!!!, MMA!!,Innovation!!,Parting!!
imbecile
Profile Joined October 2009
563 Posts
September 09 2011 17:41 GMT
#25
On September 10 2011 02:11 Blazinghand wrote:
In TvP, Terran has marines as a staple unit, as well as the high-range vikings that make producing this slow-making, slow-moving unit a large risk.

I hope this addressed some of your concerns


Yep, good replies for most.

The carrier thing I need to address though: I never found vikings to be a particularly big problem when I used carriers, because of the higher range and the graviton catapult carriers are quite effective against Vikings unless he absolutely masses them and then you have the same situation you have against a terran that overcommitted to Vikings against Colossus. Only that it is essentially necessary to overcommit to vikings to fight carriers with them.

Marines are harder, but if the terran has too few barracks or too few reactors because he mainly got marauders and ghosts, like they often do against protoss, he just can't make marines quickly enough to deal with a few well upgraded carriers, especially if you complement them with chargelots and templar.
Mordanis
Profile Blog Joined January 2011
United States893 Posts
September 09 2011 17:42 GMT
#26
Last night I tried to use warp prisms a lot, and in a 30 minute game where i warped in zealots probably 10 times I killed 11 workers. Zealots do not kill workers very quickly, even with charge, if the opponent reacts even remotely quickly. That being said, 5 zealots can take down a hatch pretty quickly, and I found that you can keep Z from attacking by sending about 5 zealots to target a hatch. You lose 500 mins, but you buy time.
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 09 2011 17:46 GMT
#27
On September 10 2011 02:41 imbecile wrote:
Show nested quote +
On September 10 2011 02:11 Blazinghand wrote:
In TvP, Terran has marines as a staple unit, as well as the high-range vikings that make producing this slow-making, slow-moving unit a large risk.

I hope this addressed some of your concerns


Yep, good replies for most.

The carrier thing I need to address though: I never found vikings to be a particularly big problem when I used carriers, because of the higher range and the graviton catapult carriers are quite effective against Vikings unless he absolutely masses them and then you have the same situation you have against a terran that overcommitted to Vikings against Colossus. Only that it is essentially necessary to overcommit to vikings to fight carriers with them.

Marines are harder, but if the terran has too few barracks or too few reactors because he mainly got marauders and ghosts, like they often do against protoss, he just can't make marines quickly enough to deal with a few well upgraded carriers, especially if you complement them with chargelots and templar.


That's a fair point; if you can deal with the marines, I've found that in sufficiently large numbers carriers aren't bad against vikings.

On the other hand, part of this is basically surprise; if he sees you going for carriers before you have enough of them, he could just make a lottttt of ghosts, vikings, marines, bunkers turrets etc, or push during the incredibly, incredibly slow carrier transition during their large build time. I see them primarily being useful in dealing with full mech TvP (when it happens), rather than bio TvP (which is much more common).
When you stare into the iCCup, the iCCup stares back.
TL+ Member
imbecile
Profile Joined October 2009
563 Posts
September 09 2011 17:53 GMT
#28
On September 10 2011 02:32 nShade wrote:

1.Why don't Protoss constantly harass and put on pressure?

- Putting pressure on an opponent during mid game, as protoss, is a huge risk.
The reason for that is the fact that, if an engagement goes badly for the protoss, he can't really retreat without taking heavy losses, thanks to concussive shells, stim, zergling surrounds.


Why don't Protoss use Mothership?
- Motherships are a good unit toi have at an endgame scenario, I feel. Though it's hard to be in a situation where the enemy won't already have propper units to deal with it quickly. 1 EMP, 1 feedback, 1 neural parasite (god bless the patch), 1 volley of mass viking/corruptor fire, and it's dead. Was it worth it? Maybe. I imagine it will get some use again in PvsZ lategame after the patch. It could punish infestor/broodlord play with a well placed vortex.

Why don't Protoss use Hallucination?
- It does get used for scouting quite often, but that's all really. Hallucinating anything that can't be used for scouting, is not that usefull if your opponent has detection. There are some situations though where hallucinations like voidrays or colossi in PvsZ lategame have their potential, as they can soak up infestor spells and possibly corruptor fire. Still, you'll need to use the sentry energy on hallucinations instead of force fields, which are generally a better choice overall.

Why don't Protoss use Warp Prism?
There are a couple of reasons, I feel.
First off, creating warp prisms takes away from colossus building time. (which at high level of play can cost you dearly.) They are also quite easy to pick, thanks to their low health (changed in patch now) and speed, if they are not upgraded with the Gravitic drive upgrade (was that the name?)
The other big reason is, protoss does not have anything worth dropping untill very late game, when he can afford to drop high templar and then remake those after losing them eventually.

Sentry drops+ warp-ins above ramp have gained some popularity, which is really cool.
I feel like after the patch, we will see some experimenting with that kind of strategy more often.



Why don't Protoss use Templar?
They do....

Why don't Protoss use Carriers?
Too big of an investment in all 3 SC2 resources. Minerals, Gas and Time.
In order to have a number of carriers and have them pay for themselves, you will be dead.
Ofcourse a fleet of 10 carriers will be amazing, but you just can't get 10 carriers without dying a painfull death.



Those are my thoughts. I am sorry about my bad English, teamliquid. :/


1. Forcefield, blink and fast warp prisms can ensure the retreat if you use the terrain quite well.
2. EMP and Neural Parasite shouldn't matter if you have cloaked high templar, colossus or carriers with your mothership, since any infestor or ghost should be dead or out of energy before it gets in range. Especially Neural parasite shouldn't matter, even if it was successfut: just feedback the infestor in question.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
September 09 2011 17:55 GMT
#29
On September 10 2011 01:58 imbecile wrote:
Why don't Protoss constantly harass and put on pressure?
Protoss units aren't cost- effective any way. BlinkStalkers are already used. You cannot retreat to heal your shield, because of marauders/stim/lings/roaches being faster. That means the whole Regenerate HP thingy is wasted effort.

Why don't Protoss use Mothership?
Protoss uses either Collosi or Air builds as a stepping stone to Mothership, Both are countered by the same unit (corruptor/infestor/viking). Mothership is by default easilly dealt with. Combine that with the fact that both caster units nullify them othership (by either NP/Fungal or EMP). Mothership is also FUCKING EXPENSIVE! It's like 2 bases + cannons in worth...

Why don't Protoss use Hallucination?
Why scout if you cannot react anyways? Btw, Observer does it better, and if you invest money in lategame Hallucination, Observer Speed is a better investment. As an offensive tool, they suck bigtime, Getting detection is not that hard.

Why don't Protoss use Warp Prism?
This one deserves some exploration, which is actually happening atm.

Why don't Protoss use Templar?
Outranging most? Like, which offensive casters (read: Ghost/Infestor/Raven) are outranged? Ghost EMP range is 3 higher (inc. Splash) and Ghost are also faster + cloack. NP is the same range, Fungal has a longer range. Feedback has lower range than anything, combined with lower speed of the templar. Storm deals its damage to slowly, any army can escape the storming (which only affects the first 4/5 seconds of the battle, after that, HP are nullified).

Why don't Protoss use Carriers?
Vikings, Battlecruisers, Corruptor, Infestor. Anything that you build vs P anyways coutners Carriers...

[b]A complete lack of options is what is holding Protoss back. Play Protoss before you blame them for not changing their play.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Cirqueenflex
Profile Joined October 2010
499 Posts
September 09 2011 17:57 GMT
#30
why don't protoss get far ahead in the upgrade war? You can chrono boost your forges all day long
it doesn't really matter that much if you stomp your opponent with blink stalker/zealot archon/colossus or whatever afterwards, just getting the upgrades way earlier than your opponent should be a huge advantage.
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
sekritzzz
Profile Joined December 2010
1515 Posts
September 09 2011 18:00 GMT
#31
I honestly got bothered with the accusation that the protoss race is not willing to innovate or try out new things when in my opinion with the current arsenal protoss has, it has been the most innovative/creative race by far. The problem with protoss is that (in my opinion), the whole race is fundamentally flawed, nor under or overpowered but just something feels out of place. Its a race which is very reliant on timing attacks which are very, very easily stopped if the opponent knows about them. As far as innovative, just look at the crazy amount of refined timing attacks/openings the protoss race has made over in comparison to zerg/terran.

Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 09 2011 18:00 GMT
#32
Mothership: Expensive, long build time, and not really all that useful.

Harass: We do with DT/Phoenix if that's the build we went. Can't harass with stalkers in most scenarios because of speedlings, fungal and concussive.

Hallu: People do.

Templar, warp prism are both used, but you can't do it every game.

Carriers: They're bad. I dunno how else to phrase it, they're just really bad.

Stork HerO and Protoss everywhere - redfive on bnet
Grampz
Profile Joined November 2010
United States2147 Posts
Last Edited: 2011-09-09 18:05:35
September 09 2011 18:02 GMT
#33
all easy questions to answer...carriers get emp'd and melt like chocolate..motherships are a huge investment and move super slow also to get emp'd and sniped..warp prisms are used quite often actually. hallucination is very risky because you run the risk of having your sentries sniped. templar? when do you not see templar?
pvz, carriers get OWNED by corruptors ( massive ) motherships get OWNED by corruptors ( massive ) warp prisms are used semi often, but fungal rapes it hard body...templar has its place except when placed against roaches and hallucination is used every now and then.

there is no harass unit really, pheonix does its damage but you can rebuild drones like the games nestea vs [i forget who] good example was on terminus re and dual sight i believe where the guy had like 10 air units and killed a ridiculous amount of drones yet nestea still had like 80-90. terran has blue flame hellions,banshees,medivacs of course. zerg has baneling bombs, mutas, zerglings, infestors. toss has warp prisms, pheonix, and void rays, and some blink harass i guess and storm drops. none of the toss harass units are as devestating as the others. theres no unit that can change the tide of a game besides storm dropping. but storm dropping is such a HUGE investment that players don't use it. plus without khydarin amulet its tough to do it anyways. i don't know maybe i'm being too defensive. i would LOVE to see immortal drops soon however.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 09 2011 18:03 GMT
#34
On September 10 2011 02:53 imbecile wrote:
Show nested quote +
On September 10 2011 02:32 nShade wrote:

1.Why don't Protoss constantly harass and put on pressure?

- Putting pressure on an opponent during mid game, as protoss, is a huge risk.
The reason for that is the fact that, if an engagement goes badly for the protoss, he can't really retreat without taking heavy losses, thanks to concussive shells, stim, zergling surrounds.


Why don't Protoss use Mothership?
- Motherships are a good unit toi have at an endgame scenario, I feel. Though it's hard to be in a situation where the enemy won't already have propper units to deal with it quickly. 1 EMP, 1 feedback, 1 neural parasite (god bless the patch), 1 volley of mass viking/corruptor fire, and it's dead. Was it worth it? Maybe. I imagine it will get some use again in PvsZ lategame after the patch. It could punish infestor/broodlord play with a well placed vortex.

Why don't Protoss use Hallucination?
- It does get used for scouting quite often, but that's all really. Hallucinating anything that can't be used for scouting, is not that usefull if your opponent has detection. There are some situations though where hallucinations like voidrays or colossi in PvsZ lategame have their potential, as they can soak up infestor spells and possibly corruptor fire. Still, you'll need to use the sentry energy on hallucinations instead of force fields, which are generally a better choice overall.

Why don't Protoss use Warp Prism?
There are a couple of reasons, I feel.
First off, creating warp prisms takes away from colossus building time. (which at high level of play can cost you dearly.) They are also quite easy to pick, thanks to their low health (changed in patch now) and speed, if they are not upgraded with the Gravitic drive upgrade (was that the name?)
The other big reason is, protoss does not have anything worth dropping untill very late game, when he can afford to drop high templar and then remake those after losing them eventually.

Sentry drops+ warp-ins above ramp have gained some popularity, which is really cool.
I feel like after the patch, we will see some experimenting with that kind of strategy more often.



Why don't Protoss use Templar?
They do....

Why don't Protoss use Carriers?
Too big of an investment in all 3 SC2 resources. Minerals, Gas and Time.
In order to have a number of carriers and have them pay for themselves, you will be dead.
Ofcourse a fleet of 10 carriers will be amazing, but you just can't get 10 carriers without dying a painfull death.



Those are my thoughts. I am sorry about my bad English, teamliquid. :/


1. Forcefield, blink and fast warp prisms can ensure the retreat if you use the terrain quite well.
2. EMP and Neural Parasite shouldn't matter if you have cloaked high templar, colossus or carriers with your mothership, since any infestor or ghost should be dead or out of energy before it gets in range. Especially Neural parasite shouldn't matter, even if it was successfut: just feedback the infestor in question.



The ignorance your spouting makes me angry. You can't just forcefield and "escape". Sentries are really slow, almost any unit can catch them, so sure, you might get away with some of your stuff you are guaranteed to lose some, and probably most unless you have great terrain of your 100 gas sentries. Blink I agree with, except when terran is being aware/taking map control (which he can, T is much more mobile) or z has speedlings or infestors so you can never harass with blink. Fast warp prism still dies too fast, we'll see post patch.

The second comment is just silly, neural outranges feedback and he'll have more than one ghost.
Stork HerO and Protoss everywhere - redfive on bnet
imbecile
Profile Joined October 2009
563 Posts
September 09 2011 18:03 GMT
#35
On September 10 2011 02:55 ToastieNL wrote:
A complete lack of options is what is holding Protoss back. Play Protoss before you blame them for not changing their play.


I played random for most of the time, never made Colossus, never 4 gated, never 6 gated, never made Void rays, and didn't use much stalker or sentry even for a long time, and wasn't any worse than with my other races.

Although I have to admit not 4gating on Tal'Darim vs. Protoss sucks.
Majromax
Profile Joined May 2011
Canada14 Posts
Last Edited: 2011-09-09 18:14:12
September 09 2011 18:08 GMT
#36
Some perspective from a Platinum-league random player:

Why don't Protoss constantly harass and put on pressure?


In short, Protoss aren't great at putting on pressure because their units are individually weak. Zealots are high-damage but slow, stalkers are fast but low-damage, and sentries are not a harassment unit.

As others point out, stalkers (the best candidate for early-game gateway unit harass) are also stopped by concussive shell or stim (for Terran) or speedlings (for Zerg).

The deficiencies are helped with tech (charge/blink/warp prism) or higher-tier units (phoenix), but this puts harassment into the middle-to-late game; opponents are more likely to have sufficient static defenses or highly mobile response.

Why don't Protoss use Hallucination?
(Added in edit)
As you point out, HuK shenanigans aside Hallucination is best used for scouting. But the Protoss already has a dedicated scouting unit in the observer, which generally mid-game Protoss get already for detection. Super early-game, Hallucination is a gas expenditure better used on a tech structure (usually), and mid-to-late game Hallucination use requires the player to have kept most of the early-game sentires alive (since late-game gas is spent on higher-tier AoE units).

As others point out, that's not to say Hallucination is bad. It's just not really a slam-dunk or game-changer.

Why don't Protoss use Mothership?

Because the mothership is a building that costs supply. It's essentially useless in a direct fight, the cloaking is easily countered, the unit itself is (currently) very immobile, and vortex is highly situational at best.

On top of that, there are no all-game AirToss strategies in use that I know of; Fleet Beacon tech is a diversion from just about everything. So a Mothership can never "just happen" -- even given a Stargate already from the early game, it will take an extremely long time to come up.

Why don't Protoss use Warp Prism?

That's starting to change and will probably do even moreso if the shield buff from the PTR goes live, but there are a few reasons why they're still uncommon:

*) First, Warp Prisms never Just Happen -- BioTerrans will have Medivacs already, and Zergs can turn each of their overlords into dropships with research. Each and every Warp Prism is a diversion from how Protoss intends to actually kill you.

*) Second, Medivacs have one armor; Warp Prisms do not. That makes the Medivac a more durable unit that you expect.

*) Third, Protoss have no one-slot combat units to load into a Warp Prism. Four zealots in a mineral line may be scary, but eight marines (with stim!) are scarier. The warp-in of the prism partially compensates for this, but warp-ins are fairy slow and require that the warp prism itself be secure.

A protoss can either "drop, kill stuff, load up" or "drop, secure the zone, warp in," but not both. On top of that, warp-ins are obviously limited by gateway numbers. Truly scary warp prism use requires a lot of gateways, which are not available early-game.

*) Fourth, Medivacs synergize with bio units in a way that Warp Prisms don't. A Terran drop is scarier against a few countering units because the same Medivac that did the drop is there to heal the dropped units. Eight marines and one Medivac are much stronger together than just eight marines; four zealots and a warp prism are just four zealots.

Why don't Protoss use Templar?

They do, but they're not usually good at killing worker lines because they are fairly slow and comparatively vulnerable. It's difficult to actually get them to a worker line, and as gas-heavy units it's unacceptable to suicide them like you can get away with for zealots.

Why don't Protoss use Carriers?

Because Carriers are a poor solution in search of a problem. Everything that carriers are good against is better-countered by something either more flexible or lower on the tech tree. On top of that, like nearly every other Protoss unit Carriers are better in numbers than individually.

That's not to say that Carriers are bad units, but with the time and resources it takes to assemble a fleet, usually a Protoss could have killed the opponent with something else. The vulnerability of interceptors only adds to the troubles.

From a metagame standpoint, another problem with Carriers is that there's no way to effectively get to them. The tech-tree means that a CarrierToss would need to go heavy air, but earlier Protoss air units are ineffective at securing ground against marines, hydralisks, or even stalkers. This will make it difficult for the Protoss to get a third base, and I'd say those resources are necessary to get carriers in the numbers required to be scary.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 09 2011 18:08 GMT
#37
On September 10 2011 03:03 imbecile wrote:
Show nested quote +
On September 10 2011 02:55 ToastieNL wrote:
A complete lack of options is what is holding Protoss back. Play Protoss before you blame them for not changing their play.


I played random for most of the time, never made Colossus, never 4 gated, never 6 gated, never made Void rays, and didn't use much stalker or sentry even for a long time, and wasn't any worse than with my other races.

Although I have to admit not 4gating on Tal'Darim vs. Protoss sucks.


Wait, what builds did you use? Not making stalkers or sentries makes AA very difficult, and denying early scouts difficult as well. This sounds like almost Funday Monday tier difficult restrictions.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 09 2011 18:13 GMT
#38
On September 10 2011 01:58 imbecile wrote:
+ Show Spoiler +

Why don't Protoss use Carriers?
They are the highest DPS unit in the game, attack air and ground, outrange everything (14, once the interceptors are released), benefit the most from upgrades, have tremendous survivability when microed and positioned well, have mothership tech available, so they can always be saved when in trouble, can be teched to faster and arguably cheaper than colossus. Also, neural parasite is not overly useful against them, at least in larger groups, even if successfully done with all that range: they lose their interceptors quickly without doing much damage.

Sorry, off topic I know, but can an infestor NP an inteceptor? Just curious..
Jaedong.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 09 2011 18:18 GMT
#39
On September 10 2011 03:13 sGs.Kal_rA wrote:
Show nested quote +
On September 10 2011 01:58 imbecile wrote:
+ Show Spoiler +

Why don't Protoss use Carriers?
They are the highest DPS unit in the game, attack air and ground, outrange everything (14, once the interceptors are released), benefit the most from upgrades, have tremendous survivability when microed and positioned well, have mothership tech available, so they can always be saved when in trouble, can be teched to faster and arguably cheaper than colossus. Also, neural parasite is not overly useful against them, at least in larger groups, even if successfully done with all that range: they lose their interceptors quickly without doing much damage.

Sorry, off topic I know, but can an infestor NP an inteceptor? Just curious..

My initial thought is "probably not" but liquipedia has no information on the matter. But really you should just fungal them as they get catapulted out, causing terrible terrible damage.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
CuHz
Profile Joined January 2011
United States354 Posts
Last Edited: 2011-09-09 18:25:26
September 09 2011 18:19 GMT
#40
TOss is actually the most innovative / creative / tries new stuff. How many cheese's / openers / play styles / etc have u seen toss do? SOOOOOOO freakin many, i dont know where ur gettin ur facts from.

imo zerg / terran are the least willing to try new stuff. how long did it take for zerg to actually use banes in overlords? or overlord multi prong drops? has any patch effected that strat to make it more popular today...? nope. zergs just watch each other play via streams / replays / popularity nd they do what they see nd copy.

How many times have u heard a zerg or terran say "oh man i lost to blah blah blah's all-in. i havnt ever seen that strat before"

Why don't Protoss constantly harass and put on pressure?
uhm we try our best; but once u get fngaled thers no escape.... one fungal = incoming chain fungals because its not like storms where u can run away, u are freakin stuck....

nd if its vs terran, u can only harass if htey go mech; if they are bio, u harass u either A.) lose to a base trade. B.) get caught by concussive nd ur harass ddnt do shit but lose more units.


Why don't Protoss use Mothership?

i use to use it alot; back in archon toilet days, also use to use it alot before infestor days, until NP would give it to zerg nd i would die because my obs died with fungal; but now since patch is gonna fix it; u will see me use it more often


Why don't Protoss use Hallucination?

lol who dsnt use this spell? u must be watching low level games... unless they already have air units then hallucination is not needed. and some pro players are use to using observer nd they have such great control and game sense, they can find out all the information they need with only their obs scouts.


Why don't Protoss use Warp Prism?
i use warp prism ALL the time....

Why don't Protoss use Templar?
I never have a game w/o some sort of templar... unless im all-in'ing ie 6gate.

Why don't Protoss use Carriers?
I tried using carriers; vs terran, mass marines / vikings is always present so they bad (unless they going mech). vs zerg i tried nd it takes too long nd u will die by the time u can reach a good number if the zerg is good nd knows wtf u doing.
NA GM protoss twitch.tv/cuhzx
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