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Why Protoss Drops Are Rare (Warp Prism Analysis)

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dLKnighT
Profile Blog Joined October 2010
Canada735 Posts
Last Edited: 2011-05-09 23:41:16
May 02 2011 21:39 GMT
#1
Why Protoss Drops Are Rare: A Warp Prism Analysis


Good day, fellow TL'ers. This is my first real contribution to the community inspired by some thoughts in the shower last night. (Don't be alarmed).

      With the sudden raise in Zerg players dropping player's bases it made me think, why don't more players, specifically Protoss players (being one myself), do that more often if we all have the capability to drop? I then realized that it is because of the Warp Prism and the many deciding factors it contributes to make Protoss drop play viable or not.

This is NOT an imbalance thread, keep the discussion to the content.

[image loading]

The Warp Prism


1. Hit Points

The Warp Prism has the lowest hit points (shields and health combined) between all three of the transport units in the game. (Medivacs and Overlords). With 140 HP and 0 armour, compared to the Medivacs' 1 armour and 150 HP and the Overlords' 200 HP, Warp Prisms, if caught, can get picked off and destroyed faster before all cargo is unloaded or before we can get away compared to the other transport units,

2. Cost & Production Value

The Warp Prism costs 200 Minerals, not exactly cheap. Medivacs cost 100/100 and Overlords cost just 100, with the research to be able to drop costing 200/200, which is only a one time cost, so the more drops you use the more cost efficient the research becomes. However, where are these units made? Medivacs from Starports, which in most cases are going to be producing Medivacs during the whole game. Overlords from Larvae of course and are staple. However, the Warp Prism is made from the Robotics, taking away crucial time that an Immortal or Colossi could be building at. My point is that from the Protoss' perspective, making a Warp Prism even to start with is a choice that might come back and bite them later in the game.

3. Secondary Effect

The Medivac can heal the drop units, increasing the cost effectiveness of the Terran units. Overlords just provide supply, and the Warp Prism can create a power field. That allows you to of course, warp in more units than you can have in the actual Warp Prism, but in conjunction with Point 1, the Warp Prism can get picked off some of the time and your units will be cancelled. Which brings me to the next and final point.

4. Cargo Capacity

All three cargo transports can carry a maximum of 8 supply worth of units. However, Protoss does not have a 1 supply unit other than the Probe. At most, our drops would consist of 4 Zealots, 4 Stalkers or a mix of both. Sure, the argument would be "Just make more Prisms", but take into consideration Point 2 and how that takes time from the Robotics Facility. Medivacs can carry 8 Marines, a scary drop, and Overlords can carry 8 Zerglings. The ability to only drop 4 units at a time appeals even less to the Protoss player and would once again, refrain from dropping.

What can be done to encourage Protoss players to drop?

Only time will tell if Protoss players will become more comfortable with these factors and drop anyways, or if a slight buff to the Warp Prisms HP or something will give Protoss players that push to start using it more. But I see plenty of potential in Warp Prism play, and I think that some players, such as (P)White-Ra have already given us a glimpse of that.

Thank you for reading. (:

ChroMaTe

User Points

On May 03 2011 06:50 phantaxx wrote:
Another reason drops as protoss aren't as effective is because their army gets stronger as it grows, aka the deathball. Terran and zerg drop the protoss to avoid fighting the deathball head on, but protoss does not really want to have small engagements to trade low amounts of units, they just want the one big battle (in most cases).


On May 03 2011 06:52 Fuego wrote:
I think they key here is it not having armour and being slow as hell. Yes there is a speed upgrade, but that will always come after Thermal Lance anyways, so it's always going to be a fairly late game option. If they had the armour/HP buff to make their slow speed viable in the mid game then we would see a lot more use from them.


On May 03 2011 06:59 rolfe wrote:
i'm not sure i'd say its too fragile or too expensive or anything. i think the main problem is that the efficiency of protoss units is generally increased by them being together and in sufficient number. i think the warp prisms fine but there are other reasons its not used so much like colossus production needing to be almost constant in most match up and this likely meaning that there is sufficient air to air on the map.

also toss units are generally not that good once dropped, zealots are ok and DTs are excellent (though obviously thats quite tech intensive to have both a robo and dark shrine) but workers can be ran away from zealots quite easily and zealots alone die quite quickly to most standard units in any army composition.

i think they do ok though and can work very well in some situations. i definitely don't think they need to be changed in any way



On May 03 2011 09:30 The Final Boss wrote:
Show nested quote +
On May 03 2011 06:39 `ChroMaTe_ wrote:
The Warp Prism costs 200 Minerals, not exactly cheap. Medivacs cost 100/100 and Overlords cost just 100, with the research to be able to drop costing 200/200, which is only a one time cost, so the more drops you use the more cost efficient the research becomes. However, where are these units made? Medivacs from Starports, which in most cases are going to be producing Medivacs during the whole game. Overlords from Larvae of course and are staple. However, the Warp Prism is made from the Robotics, taking away crucial time that an Immortal or Colossi could be building at. My point is that from the Protoss' perspective, making a Warp Prism even to start with is a choice that might come back and bite them later in the game.


Here's a couple of problems with this point:
  • Warp Prisms are the only of those dropping units that you do not need to invest gas in.
  • Overlord drops without speed upgrade? Are you kidding me? Let's be realistic Z has to invest 300/300 into two very costly upgrades. Assuming that Z is on two base when they get those upgrades, that's also a lot of time that they cannot be researching Burrow or making Queens.
  • I don't know if you have ever played TvP before, but when you're going up against a P who is making a lot of Colossi, it is imperative that you have at least 1 reactor Starport making lots of Vikings. This seriously cuts into Terran Medivac production and makes using one to go harass with exceedingly hard to do unless they create a second reactor Starport. That costs 200 minerals 150 gas and at the very least 100 seconds. That's a lot of resources and time for a Terran to be investing just into medivacs.
  • So sure, P's need to cut Colossi or Immortal production to make their Warp Prisms, but so does every other race.


Show nested quote +

4. Cargo Capacity

All three cargo transports can carry a maximum of 8 supply worth of units. However, Protoss does not have a 1 supply unit other than the Probe. At least, our drops would consist of 4 Zealots, 4 Stalkers or a mix of both. Sure, the argument would be "Just make more Prisms", but take into consideration Point 2 and how that takes time from the Robotics Facility. Medivacs can carry 8 Marines, a scary drop, and Overlords can carry 8 Zerglings. The ability to only drop 4 units at a time appeals even less to the Protoss player and would once again, refrain from dropping.


  • The most effective drops for T or Z usually use 2 supply units anyways. The best drops are either Hellion Drops for T (4 hellions max) or Baneling Drops for Z (4 Banes max). Each of those can deal massive damage in a matter of seconds to an unsuspecting opponent by killing entire lines of drones/scvs/probes. Of course, P has a unit that is also ridiculously good for these sorts of mineral line harass that kills off many workers very quickly.
  • Once again, taking time out of Colossi production is just like how a Terran takes time out of Medivac production to create Vikings. I do not believe that that is really a valid point whatsoever.
  • Why does your drop need to consist of Gateway units? Why not be more interesting and drop a few DTs. That could take a T or a Z forever to finally clear them out of their base. Or how about dropping two Immortals and trying to snipe Supply Depots or Add-ons?
  • As I was saying earlier, P can load a Templar or two into a Warp Prism and go around storming mineral lines. Sure your Templar cannot be used in a rush manner like blue hellions, but later on they could be very useful. Maybe get speed on your Prism and quickly fly in a Templar, storm, and fly away before your opponent even has time to pull their workers.
  • Sure those suggestions above (DTs, Immortals, Templar, maybe even Colossi) are all high tech units. But who's to say that a couple of Zealots dropped in a Terran's base right as their army moves out couldn't force them to completely come back, possibly kill some SCVs, and definitely delay some mining time?


One final point I would like to bring up as to why I think Protoss drops could be very effective were there any reason for a Protoss to harass (let's face it sitting back and macroing up that A-move death ball is so strong right now there's no reason not to just focus on that) is that Warp Prisms are the fastest of all dropping units. While I do not believe they are as good for mass drops like Overlords or Medivacs (because they do cost a lot of resources and do not have much of a secondary use), but hey having one Warp Prism could allow you to quickly transport your High Templars, keep them safe from any sort of EMP, and also allow you to quickly move in and completely destroy a mineral line. I don't know if any of you have seen a speed upgraded Warp Prism (I had played quite a while before I ever saw how fast it went) and I can say that it is ridiculous and quite surprising. For instance, when you do Baneling/Zergling in ZvP, the P has a very small window to react to your baneling drops on their mineral line or else they will possibly lose the entire game and certainly lose their probes. Now imagine that time is even less (and storms can be equally as effective and more cost efficient then baneling drops as you don't lose any units, just energy).

Like I mentioned in the above paragraph, I think it would be really interesting as a T player to see a P try to do some drop ship micro and just keep their Templar in their Warp Prisms to make EMPs almost impossible to land. Sure it would require exceedingly good micro, but when you want to storm you drop a Templar, storm, and pick the Prism back up. Until the fight, of course, you'd keep your prism well behind the Stalkers. Perhaps this would require some crazy good micro, but I think that if it were done effectively it could prove to create the Templar as being near impossible to beat with a Terran bio army as they could not be EMPed.

Protoss players just need to be more inventive with their builds (I mean let's face it even at the highest level you still have players doing 4 gates in all match-ups and they hardly ever deviate from those early game, warp gate all-ins). Granted there are some great top tier P's ((P)White-Ra <3) who are exceedingly creative. Then you have players like Choya or CrunCher with very repetitive play and no idea what harassment is.


On May 03 2011 13:06 Datum wrote:
One problem I've had is simply that the cheap units (the ones I feel the most comfortable loading up into the fragile Warp Prism to fly away) aren't very good for drops. Terrans can drop Marines and Marauders, which are both ranged units. Zergs can drop highly mobile zerglings, or hydras and roaches, which are ranged units. Protoss can drop mostly stalkers and zealots, however. I find that 4 zealots spend too long trying to squeeze through a mineral line to reach harvesters to do any significant damage. 4 stalkers aren't really effective without a zealot to tank damage, and 1 zealot and 3 stalkers won't really be able to do too much damage to a mineral line. That being said, there are other uses for drops, but I feel that overall, low-tier protoss units are not condusive to drops.

TLDR: Low-tier protoss units suck for drops (?)


On May 03 2011 13:47 oZii wrote:
Im gonna with the fact that Protoss Tier 1 units are just bad for the kind of harassment you want to do that the pay-off is minimal. You have to catch them completely off guard. You can say the same about the other units harass also. When that warning sounds saying we are under attack zerglings, and stimmed marines are way more effective on the mineral line. Also you can scoop up speedlings and marines quick to retreat dropping zealots is more is just a suicide mission for those zealots.

The warp prism its self is fine and a pretty good unit.

TL&DR:

Its the units your dropping thats the problem unless your looking at mid to late game then yea you have really good ones.


On May 04 2011 10:53 ZasZ. wrote:
Good analysis and good discussion.

I think you hit all the main points in the OP, except for this one:

The great thing about well-executed drops is that they can do even a moderate amount of damage to your opponent's economy/infrastructure, and then retreat with minimal losses. You see this most often with Terran, but good Zergs will do it too with their Roach/Hydra drops.

The problem then is that if a Protoss version of a drop means dropping 4 Zealots/Stalkers and then warping in units to the power field, that Warp Prism can only retreat with 4 Zealots/Stalkers, effectively stranding all of the units you warped in. This makes Protoss drops a lot riskier than their Terran/Zerg alternatives and you almost have to guarantee damage for it to be worth it, which is never solid play.

In the future I think we might see Protoss players cruising around with 2-3 empty warp prisms, finding a place to hit, warping in, and then using those warp prisms to get the units out as their opponent responds accordingly. Takes a bit more micro than a regular drop, but with the benefit that the units do not need to be produced before the Warp Prisms set out from your base, your WG's just have to be off cooldown.

Why do a round of warp-ins at your natural when you can do it behind your opponent's third? Especially when you can escape with most of said units while dealing economic/structural damage.

On May 10 2011 05:30 bardolph wrote:
I think there are a number of contributing factors that make Warp Prism use rare:

1) Warp Prisms do not have a secondary function which is unrelated to dropping. Overlords provide supply and Medivacs provide healing, so players are going to be building these units even if they aren't planning to drop. A Protoss player who builds Warp Prisms is basically committing to the drop ahead of time.

2) The secondary function of the Warp Prism makes it ideal for launching a strong push, by dropping then warping in reinforcements. However, the Protoss player's ability to retreat after a drop is much lower. The Protoss player is essentially sacrificing those units in the hope that they cause enough damage to justify their cost. Terran and Zerg players can much more easily abort and retreat if a drop goes badly.

3) Protoss are generally much stronger when their units are in a big ball, rather than dispersed into small squads across the map. Harassment is a much bigger key to Terran victory than it is for Protoss. Less so for Zerg, which is why Overlord drops are much less frequent than Medivac drops. However, Zerg can benefit greatly from unit trading, so sacrificing units to a drop with the intention of macroing up a new army is a viable strategy for Zerg.

Protoss just doesn't have much to gain from performing drops.
Hypatio
Profile Joined September 2010
549 Posts
May 02 2011 21:41 GMT
#2
We might see more Warp prism usage given the pylon radius nerf.
FatkiddsLag
Profile Joined May 2010
United States413 Posts
May 02 2011 21:43 GMT
#3
im going to start making another robo just to pump out warp prisms
Volka
Profile Joined December 2010
Argentina408 Posts
May 02 2011 21:44 GMT
#4
Yeah, the main reason could be that it takes production time from the already busy Robotics Facility.

But I'm sure we'll see more of them once pros start getting really good.
http://www.starsite.com.ar
TheResidentEvil
Profile Joined September 2010
United States991 Posts
May 02 2011 21:45 GMT
#5
They probably cut a lot of HP for it because it can warp in units. Similar to the nydus worm only have low health. They dont want you to be able to warp in all kinds and not kill it.


However, think the small radius you get with the warp prism should be enough. It really needs more health
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 02 2011 21:46 GMT
#6
All of these points could be used against the Shuttle from SC1.

Really, the only reason you don't see more Prism usage is because of the lack of a droppable unit that can do serious damage. There's no equivalent to a Reaver (the primary thing people carried in Shuttles). Immortal drops would be strong at picking off tech structures quickly, but that's about it. Storm drops still work, but that's pretty late-game stuff.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 02 2011 21:46 GMT
#7
Doesn't an overlord hold 8 zerglings? Liquipedia doesn't seem to have that but I'm pretty sure.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 02 2011 21:47 GMT
#8
I tend to use warp prisms in games where I go DT since the mineral cost is relatively small, but i mostly use it as a proxy warp in rather than a dropship. In general I like building pylons instead for fast reinforcing because pylons don't get auto targeted by units (warp prisms are auto targeted by vikings, mutas, corrupters, phoenix, marines, etc) and pylons also are a little meatier than warp prisms.

I think the best use for warp prisms has to be pvz immortals, but in general, immortals only work for a short period of time in the MU and there's no time to make a warp prism. Also, I feel like I would use it more if it came from the stargate since stargates typically go unused once the opponent counters air.
Developer for http://mtgfiddle.com
synapse
Profile Blog Joined January 2009
China13814 Posts
May 02 2011 21:47 GMT
#9
Overlords can only carry 8 zerglings, not 16.

I think you're thinking too hard; the reason people don't use warp prisms is that Protoss units in small numbers can't really do much, and making more than one warp prism would cut too far into robo production time. Warp-ins are really only good as a counterattack measure while theres a big battle going on in the middle of the map IMO, otherwise they get cleaned up easy.
:)
DNA61289
Profile Joined August 2010
United States665 Posts
Last Edited: 2011-05-02 21:49:56
May 02 2011 21:47 GMT
#10
An overlord can only carry 8 zerglings not 16. I agree with most of your points, but remember the warp prism is also the fastest of all the transports after the 100/100 speed upgrade. If anything it needs to have 1 armor like every other armored unit.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
May 02 2011 21:47 GMT
#11
I'm almost positive it's all meta-game. Nothing changed really for zerg except they had to find a way to circumvent the death ball.

The only real relevant part in any cons to making a warp prism is that it does take up the robo building usage whereas the medivacs are almost always integral to the army anyway. Other than that, a no gas cost makes warp prisms cheaper than medivacs, especially since toss usually is just low on gas anyway, also the ability to reinforce with more than the cargo capacity is ridiculously useful.

I would have said that toss also may not have useful things to drop, but DTs, HTs, zealots, and immortals are all pretty worthy drop material.
the farm ends here
Headshot
Profile Blog Joined May 2010
United States1656 Posts
May 02 2011 21:48 GMT
#12
On May 03 2011 06:46 NicolBolas wrote:
All of these points could be used against the Shuttle from SC1.

Accept for the fact that a Shuttle was almost always required if you wanted to use Reavers to their full potential. This isn't the case with any unit in SC2.
-
Bagi
Profile Joined August 2010
Germany6799 Posts
May 02 2011 21:48 GMT
#13
On May 03 2011 06:46 dimfish wrote:
Doesn't an overlord hold 8 zerglings? Liquipedia doesn't seem to have that but I'm pretty sure.

Yeah I was thinking the same thing. At least in BW you could only hold 8 zerglings per overlord, that much I'm certain of.
dLKnighT
Profile Blog Joined October 2010
Canada735 Posts
May 02 2011 21:48 GMT
#14
Fixed the Zergling number.
FreezerJumps
Profile Joined May 2010
Canada653 Posts
May 02 2011 21:49 GMT
#15
Transport capacity is based on unit size, not supply. 8 lings, 8 marines, 4 zealots, 2 immortals, etc. I'm pretty sure colossi and thors aren't 8 supply.

I think the main problem is that the warp prism doesn't really have a passive ability, as medivacs and overlords do. As such, your warp prism is only useful when you're paying direct attention to it.
phantaxx
Profile Joined May 2010
United States201 Posts
May 02 2011 21:50 GMT
#16
Another reason drops as protoss aren't as effective is because their army gets stronger as it grows, aka the deathball. Terran and zerg drop the protoss to avoid fighting the deathball head on, but protoss does not really want to have small engagements to trade low amounts of units, they just want the one big battle (in most cases).
McCain
Profile Blog Joined February 2010
United States187 Posts
May 02 2011 21:50 GMT
#17
On May 03 2011 06:46 NicolBolas wrote:
All of these points could be used against the Shuttle from SC1.

Really, the only reason you don't see more Prism usage is because of the lack of a droppable unit that can do serious damage. There's no equivalent to a Reaver (the primary thing people carried in Shuttles). Immortal drops would be strong at picking off tech structures quickly, but that's about it. Storm drops still work, but that's pretty late-game stuff.


I need to echo this point which OP didn't touch on. Also, colossi drops are not only not as effective as you would think, but also put the toss at a much larger risk because the Colossus is very much the center of the Protoss army. The risk/reward ratio compared to reaver drops in SC1 is skewed for the worse.
Gatored
Profile Joined September 2010
United States679 Posts
May 02 2011 21:50 GMT
#18
I think the game just needs more time and more people like White-Ra to show just how good warp prism play can really be. Lots of players develop and use strategies from what they see the pros do. Once we start seeing top level players that people look up to like MC, NaNiwa, KiWiKaKi, and others use warp prism play, it will start to catch on a lot more and become more standard.
CryMore
Profile Joined March 2010
United States497 Posts
May 02 2011 21:50 GMT
#19
Speed Warp Prisms can outrun every single unit (that can hit it) except the pheonix and the muta and you can do some sick micro. I have seen white-ra get a fast robo then go prism instead of obs to scout. The issue is the mineral cost really slows down any FE build.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 02 2011 21:50 GMT
#20
If you lost pylon, you can bring prizm and deploy it, because it's a mobile pylon.

Plus, you can place any structure anywhere and then place pylon. So you will build pylon and gate/photon at same time
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