• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:24
CET 02:24
KST 10:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket10Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
StarCraft Evolution League (SC Evo Biweekly) RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
soO on: FanTaSy's Potential Return to StarCraft Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2051 users

Why Protoss Drops Are Rare (Warp Prism Analysis) - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 24 Next All
turdburgler
Profile Blog Joined January 2011
England6749 Posts
May 04 2011 15:15 GMT
#341
On May 04 2011 23:52 MechKing wrote:
Show nested quote +
On May 04 2011 23:50 Shana wrote:
Storm nerfed, Reaver removed and DT is so high in tech. It's not because warp prism but mainly because Toss has no good harassment unit.

I think this is mainly it. Marines and marauders kill units/workers super quickly. Zealots are slow and melee units and stalkers' dps isn't high enough to kill buildings quick. Carrying only 4 of them doesn't help either.


zealots have almost the same dps against armored as unstimmed marauders, last time i checked buildings didnt run away.

and again, every protoss poster is ignoring the warp in aspect. if your drop is unaposed (like it has to be for terran if you want to actually kill a nexus / hatch) you can warp in more to deal more damage. the way sentries work, if an expo is in another spawns main, you can actually wall the defensive army out. aspects like this get completely overlooked just because the numbers say marauders should kill buildings the fastest
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-05-04 15:35:00
May 04 2011 15:31 GMT
#342
Very Biased Suggestion Time:
(VBST, just made that up, get @me)

Balance

Protoss

All units warped-in via a warp prism power field spawn with an additional 25 energy.

This will of course allow for high Templar reinforcements and sentries to FF a ramp if you drop into the main. Yes, this is probably way too strong, but I am biased, I believe if toned down a little bit this suggestion could be a viable one to eventually implement, however, perhaps tone down the additional 25 energy to say, 10.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
May 04 2011 15:34 GMT
#343
On May 05 2011 00:31 Scrubington wrote:
Very Biased Suggestion Time:
(VBST, just made that up, get @me)

Balance

Protoss

All units warped-in via a warp prism power field spawn with an additional 25 energy.



Way too fiddly. It is too obvious as a way to buff HTs, and doesn't promote original gameplay if you patch purely to fix one particular problem.

Quite simply, make Warp Prism Speed available at Cybernetics Core.
MechKing
Profile Blog Joined March 2011
United States3004 Posts
May 04 2011 15:34 GMT
#344
On May 05 2011 00:15 turdburgler wrote:
Show nested quote +
On May 04 2011 23:52 MechKing wrote:
On May 04 2011 23:50 Shana wrote:
Storm nerfed, Reaver removed and DT is so high in tech. It's not because warp prism but mainly because Toss has no good harassment unit.

I think this is mainly it. Marines and marauders kill units/workers super quickly. Zealots are slow and melee units and stalkers' dps isn't high enough to kill buildings quick. Carrying only 4 of them doesn't help either.


zealots have almost the same dps against armored as unstimmed marauders, last time i checked buildings didnt run away.

and again, every protoss poster is ignoring the warp in aspect. if your drop is unaposed (like it has to be for terran if you want to actually kill a nexus / hatch) you can warp in more to deal more damage. the way sentries work, if an expo is in another spawns main, you can actually wall the defensive army out. aspects like this get completely overlooked just because the numbers say marauders should kill buildings the fastest

Oh, I was talking about stimmed marauders, excuse my mistake. Zealots are weak harassment units because they are melee though. You have a limited time to do a drop before the enemy reacts so if you drop Zealots, you have to basically kill the closest building to the edge of the base.
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-05-04 15:39:11
May 04 2011 15:38 GMT
#345
On May 05 2011 00:34 MechKing wrote:
Show nested quote +
On May 05 2011 00:15 turdburgler wrote:
On May 04 2011 23:52 MechKing wrote:
On May 04 2011 23:50 Shana wrote:
Storm nerfed, Reaver removed and DT is so high in tech. It's not because warp prism but mainly because Toss has no good harassment unit.

I think this is mainly it. Marines and marauders kill units/workers super quickly. Zealots are slow and melee units and stalkers' dps isn't high enough to kill buildings quick. Carrying only 4 of them doesn't help either.


zealots have almost the same dps against armored as unstimmed marauders, last time i checked buildings didnt run away.

and again, every protoss poster is ignoring the warp in aspect. if your drop is unaposed (like it has to be for terran if you want to actually kill a nexus / hatch) you can warp in more to deal more damage. the way sentries work, if an expo is in another spawns main, you can actually wall the defensive army out. aspects like this get completely overlooked just because the numbers say marauders should kill buildings the fastest

Oh, I was talking about stimmed marauders, excuse my mistake. Zealots are weak harassment units because they are melee though. You have a limited time to do a drop before the enemy reacts so if you drop Zealots, you have to basically kill the closest building to the edge of the base.


Weak harassment units because they're melee? They've probably got the best resilience:DPS ratio of any teir one unit in the game. If they're dropped into a mineral line four Zealots can tank probably 20 or so workers .
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
May 04 2011 15:40 GMT
#346
Warp Prism is a sick unit, people should learn to use it more.
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 04 2011 15:46 GMT
#347
I really have no freaking Idea why the Prism isn't used more in the Lategame... Let's say you have like 6-10 WG's - Put some Zealots/HT's in the Prism, then go into your opponents main, warp in a few Sentries and zealots and start tearing up their base while Force-Fielding the ramp - why does nobody do that?

Probably cuz Toss wins without high-skill tactics like that....

Like Tyler said; Protoss has sooo many possibilities to harrass like that (Phoenix, Blinkstalkers, Warp-In's, Prism), yet nobody does it until it's actually needed to win.

If I'd play Protoss, I'd definitely use stuff like that, cuz it's more fun, can be very effective and it's definitely a skill that's gonna be used if you want to play Toss on a high level in the hopefully not too distant future.
https://soundcloud.com/thesamplethief
SnuggleZhenya
Profile Joined July 2010
596 Posts
May 04 2011 15:56 GMT
#348
On May 05 2011 00:38 Scrubington wrote:

Weak harassment units because they're melee? They've probably got the best resilience:DPS ratio of any teir one unit in the game. If they're dropped into a mineral line four Zealots can tank probably 20 or so workers .


The power of harass is high probability of damage. Zealots are slow, there is a good chance you'll get VERY FEW worker kills with a zealot drop. There is good chance you'll lose 600 minerals dropping 4 zealots and do far less than that in damage. Sure, if they don't run awya their workers, you can decimate their mineral line, but chances are you won't. I think with the archon buff, we'll see more templar play though, and I think templar drops with storm have a high probability of doing a lot of damage.
You'll never get better being an angry nerd sitting alone in your room.
Karn3
Profile Joined December 2010
United Kingdom134 Posts
May 04 2011 15:59 GMT
#349
I don' think that there is a problem with the the unit or the concept and execution of a protoss drop. 200 minerals and NO gas is pretty cheap, and it's got a cool secondary ability. I think the problem is the robo bay. It can make four units in total. Two of these units are pretty potent combat units, the third is the all but essential source of mobile detection, and the fourth is the warp prism. When you look at it like that I think it's fairly obvious why you just don't see warp prisms. 9 times out of 10 you are building something else that is essential to your battle plan. You just can't afford to build them. In this case the lack of currency has nothing to do with the physical resources in the game, but rather a lack of time.
funk100
Profile Joined May 2010
United Kingdom172 Posts
May 04 2011 16:08 GMT
#350
the reason I think warp prism drops are rare is due to the fact the ground protoss splash unit (the collosus) cannot 1 hit workers. this is because the protoss units usually have a lower DPS this aplays to all ground units APART from the collosus as that is its role - to support the army with damage. thats how protoss works, you have some units (colllo, HT) dealing the damage, protected by the gateway units. for drops though, you dont care about health, you care about damage. And if the only unit role that does lots of slpash damage does not do that damage well enough to workers there is no point dropping.

apart from HTs
after every post "oh god I hope i've made sence"
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
Last Edited: 2011-05-04 17:08:05
May 04 2011 16:54 GMT
#351
For whatever my opinion is worth:

I think a lot of people have good points with a lot coming down to the units. Terran have marines/marauders which are great to drop in small numbers, and zerg have banelings. That's been discussed.

But the other thing is you have to have medivacs/overlords anyway.

Terran
With terran they are getting medivacs for healing regardless of drop potential, so from there dropping isn't much of an investment (unless you lose it). It's a no-brainer, which is why we see it so often.

Zerg
For a small drop, say at a mineral line, you're investing 300/300 researching speed and drops which is more than a warp prism drop, but banelings can be pretty effective.
The really powerful drops for zerg though are the larger drops which are more common. It's not just one overlord filled with units, there's a few. So that 300/300 is split between all the overlords you use and it becomes cheaper. It's basically 300/300 for as many drop ships as you like for the rest of the game. And it's basically 200/200 because most zergs get speed anyway for scouting. I'm not counting the cost of an overlord in that because you have to make overlords for supply anyway, and it's only a cost if you lose them.
This is either baneling drops like we see in battles or doom drops, dropping an army into the opponents base. With a doom drop, a whole army is being picked up and dumped in their base, it's just not something a protoss can do. Even if they were cheap warp prisms are 2 supply and eat into army size, but that's pretty irrelevant I guess because they're not cheap.

Protoss
I kind of view the ability to warp in under them as making their size bigger by however many gates you have. Except it's worse than that because you have to wait for them to warp in, and you don't have the space to take everything away again. Which means I don't really like the way they work, because you drop whats inside them and then anything you warp in is guaranteed dead, and increases the investment of a drop even more. A better change in my eyes than people have suggested is something like making it provide 10 supply. It's twice the cost of a pylon, and if you're stupid with it you can still lose it. But if you do a drop and get out of there, it's still providing supply and worst come to worst after that it powers some building and can only be taken down by anti-air. And I wouldn't be thinking "I wish I'd spent that robotics time making another colossus."




So I don't think it's particularly that protoss units just aren't good for dropping. If you dropped a bunch of zealots at expansions late game it's easy to imagine that being effective. But you have neither of the luxuries zerg and terran have with their drops; you don't already have them for another purpose and you can't do enormous drops for the rest of the game with that single investment.

So imagine even if each race's units are as effective as each other when dropped. Each warp prism you make is an investment that has to pay off or you're behind. When a terran makes no additional investment, and a zerg gets a huge Economy of Scale from a single investment.


Hope that makes sense.
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
May 04 2011 17:13 GMT
#352
Warp Prism with speed upgrade is insane. Templar drops are really good.

Also, you can warp in units from them anywhere on the map, which makes them really useful, so you can warp in units like DTs to hit mineral lines.
Sicky
Profile Joined August 2010
United Kingdom121 Posts
May 04 2011 17:51 GMT
#353
There's a dangerous state of mind that if pro players aren't doing it or if it isn't standard you shouldn't. Who says that you can't make an additional Robotics Facility for Warp Prism production, sure it will cost you 200/100 but you will almost always get that money back through successful drops. In my opinion you cannot think of the Warp Prism as just a unit that is capable of drops, it can essentialy create units around the map. Combine this with the big attack that will often happen in games will cause huge damage to your opponent, run them around with it, you never have to return to base.

When leaving your base with one, you don't even have to have units in it. Whereas with Terran/Zerg you do. That means that if it's scouted and killed then you're only losing the cost of the Warp Prism and not the units that would normally be inside.

This is from a zerg perspective so if it's utterly stupid then disregard it.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
May 05 2011 08:34 GMT
#354
On May 05 2011 02:51 Sicky wrote:
There's a dangerous state of mind that if pro players aren't doing it or if it isn't standard you shouldn't. Who says that you can't make an additional Robotics Facility for Warp Prism production, sure it will cost you 200/100 but you will almost always get that money back through successful drops. In my opinion you cannot think of the Warp Prism as just a unit that is capable of drops, it can essentialy create units around the map. Combine this with the big attack that will often happen in games will cause huge damage to your opponent, run them around with it, you never have to return to base.

When leaving your base with one, you don't even have to have units in it. Whereas with Terran/Zerg you do. That means that if it's scouted and killed then you're only losing the cost of the Warp Prism and not the units that would normally be inside.

This is from a zerg perspective so if it's utterly stupid then disregard it.


Actually, I agree with this too.

If you are going AdelScott's or Tyler's mass Gateway style (particularly against Terran), investing in the mid-late game on a Robo Facility just for Warp Prisms and Observers seems like a very smart idea. 200/100 is nothing, and Warp Prisms are only 200 minerals. Because the mass Gateway style relies on getting good upgrades for your Gateway units, you can get Chargelots fairly quickly and those are the real money earning harassment units when in Prisms.
jeebuzzx
Profile Joined January 2010
Canada365 Posts
May 05 2011 08:35 GMT
#355
it would b cool if a warp prism gave you food like a plyon since it costs so much
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
May 05 2011 08:38 GMT
#356
I think White-Ra shows us the best way to use the warp prism. Distract the enemy army and drop zealots. Even if you don't kill many workers, the opponent is still losing a lot of mining time, and you can focus depos or addons. Also if you drop the zealots in the middle of a fight, many players would not even notice that somethin is killing their workers.
ledgerhs
Profile Joined September 2010
United States34 Posts
May 06 2011 10:42 GMT
#357
Sure, Warp Prisms are squishy and can't carry much, but they have their innate strengths, such as being a scout that decides what area is vulnerable before investing into units. I see the cargohold is just a way of saving some units when defenders arrive.

It's hard to justify early(1base) drop play against anything, but it surely has it's late game uses. Drops seem to be only good when contained into a position by an immobile army, or when the game's well into the later stages and the opposing guy has his defenses spread among multiple bases.
PlayerSFoxeR
Profile Joined November 2010
Ireland44 Posts
May 06 2011 10:56 GMT
#358
Main thing I see happening with prisms is just using them to make your army more mobile.

ie carrying around HTs in them since theyre slow as hell and otherwise you have to babysit them and it would slow your advance. And cool micro on low hp units after theyve unloaded for the engage.

Dropwise early game at least toss units arent the best worker killers. Slow zealots and not the best at killing workers Stalkers.
Tnx to shield battery!
blackbrrd
Profile Joined September 2010
Norway477 Posts
May 06 2011 11:16 GMT
#359
On May 05 2011 00:15 turdburgler wrote:
Show nested quote +
On May 04 2011 23:52 MechKing wrote:
On May 04 2011 23:50 Shana wrote:
Storm nerfed, Reaver removed and DT is so high in tech. It's not because warp prism but mainly because Toss has no good harassment unit.

I think this is mainly it. Marines and marauders kill units/workers super quickly. Zealots are slow and melee units and stalkers' dps isn't high enough to kill buildings quick. Carrying only 4 of them doesn't help either.


zealots have almost the same dps against armored as unstimmed marauders, last time i checked buildings didnt run away.

You are right when it comes to un-upgraded units.

If you factor in +3 weapon upgrades and stim and compare you get:
zealot 8+3-1*2/1,2 = 16,67 dps
Marauder 20+6-1/1 = 25 dps.
(-1 for building armor)

A 50% advantage to the Marauder, in addition it can start attacking sooner since it has 6 range.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-05-06 11:24:13
May 06 2011 11:23 GMT
#360
For me it's definitely the problem of the robotics production time. I could squeeze in extra 200 minerals, but my robotics just NEVER seizes to produce observers/colossi/immortals. Each and every time until I reach lategame my robo-production-time is better used for something else.

Only on 2nd place comes the problem that toss actually has very little that is worth dropping. Immortal drops and 4 zealot drops are nothing compared to 4 marine/2 marauder and such. Also zealots have no range, which makes picking up stuff even less viable. Again, only in lategame DT and HT drops can be considered.

Taking away the reaver and replacing it with a unit that isn't really suited for drop-play hurt toss a lot.
"You see....YOU SEE..." © 2010 Sen
Prev 1 16 17 18 19 20 24 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft390
CosmosSc2 43
StarCraft: Brood War
Calm 2950
Larva 489
ajuk12(nOOB) 24
ivOry 7
League of Legends
Trikslyr78
JimRising 18
Cuddl3bear5
Super Smash Bros
AZ_Axe81
Other Games
summit1g10486
Day[9].tv558
C9.Mang0229
ViBE173
ToD35
kaitlyn31
PPMD16
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• RyuSc2 52
• musti20045 26
• Adnapsc2 11
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• mYiSmile12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21266
League of Legends
• Doublelift3757
Other Games
• Scarra959
• Day9tv558
Upcoming Events
RSL Revival
6h 6m
Zoun vs Classic
SHIN vs TriGGeR
herO vs Reynor
Maru vs MaxPax
WardiTV Korean Royale
10h 36m
Replay Cast
21h 36m
RSL Revival
1d 6h
WardiTV Korean Royale
1d 10h
IPSL
1d 15h
Julia vs Artosis
JDConan vs DragOn
BSL 21
1d 18h
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
2 days
Wardi Open
2 days
IPSL
2 days
StRyKeR vs OldBoy
Sziky vs Tarson
[ Show More ]
BSL 21
2 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
2 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Wardi Open
4 days
Replay Cast
5 days
Wardi Open
5 days
Tenacious Turtle Tussle
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.