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Why Protoss Drops Are Rare (Warp Prism Analysis) - Page 19

Forum Index > SC2 General
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ODKStevez
Profile Joined February 2011
Ireland1225 Posts
May 06 2011 11:29 GMT
#361
Well, thewarp prism allows for warp in play via the phase mode. So doesn't that sort of keep it useful? I mean, we know of kiwikakkis double immortal drop with the warp in ability. I think the warp prism has some pretty awesome uses but players are just neglecting it. We'll see how it evloves I guess soon ^^
Luppa <3
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2011-05-06 11:30:14
May 06 2011 11:29 GMT
#362
On May 03 2011 06:49 FreezerJumps wrote:
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.

Neither Overlords nor Medivacs can "create units" below them.

On May 03 2011 06:50 McCain wrote:
Show nested quote +
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.

Sure the Gateway units cant do Stim attacks on a Nexus or Banelings bomb a mineral line, but that doesnt mean a few Chargelots or Stalkers cant do serious damage and be annoying enough to cause an opponent to pull a large part of his army back. Especially against Terrans this would be useful and the ability to warp in units is rather powerful. Killing a terrans addons on the production facilities slows him down soooo much and sniping the one Roach Warren a Zerg has can easily screw up their army composition for a minute or two after an engagement.

Just use it like this:
1. Engage the enemies army and kill half their stuff.
2. While you are losing some units you warp in some gateway units in your opponents base to harrass and kill production facilities (tech building for Zerg, addons for Terrans).

On May 03 2011 06:51 Mashmed wrote:
If you upgrade your warp prism it is the fastest of the 3 supportunits and even before upgrade the Warp prism and the medivac is still faster than an upgraded overlord. Something you also failed to consider is the fact that overlords require 2 upgrades to be useful. So the warp prism is not as useless as you make it out to be.

Considering that overlord drops cost 200/200 why can't a protoss invest in an extra robotics to focus on warp prisms?

Also, the fact that the warp prism scales with the amount of gateways you have I would say is rather awesome. I would gladly swap my amount of overlords for the chance to morph my overlords into nydus networks for free.

Obviously because "its too expensive" to have a spare Robotics for Warp Prisms and Observers ... said in the same whiney voice we always hear from Zerg.

----

The whole point is that arguments about "X, Y, Z being too expensive" only apply when it comes to precisely timed and rushed game plans. Once the first engagement is over a certain "random element" enters the gameplay because you can never predict how much stuff you have left over after the battle and then you need to "improvise" instead of following the cooking recipe. Thats when the time for these "too expensive techs" has come.

Zerg sometimes complain about not having a lot of options, but ignoring drops, Nydus Networks and burrow tech is a sign of not using everything in the arsenal. The same applies to Protoss and Warp Prisms and Motherships.
If you cant say what you're meaning, you can never mean what you're saying.
Albrithe
Profile Joined February 2011
Canada187 Posts
May 06 2011 11:34 GMT
#363
Interesting analysis.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
SpaNkinG
Profile Joined May 2010
Turkey89 Posts
Last Edited: 2011-05-06 11:39:54
May 06 2011 11:39 GMT
#364
what they could maybe add or in other words to fusion is the observer and warp-prism upgrade!
I mean if Blizz would combine these 2 Upgrades to one they'd be used more often in my humble opinion!
They could increase a bit the costs as if u'd do one upgrade like obs speed is 100/100 and prism speed aswel , i guess( not sure lol^^ )

and they they could do it for a price of 150/150 and decrease the Research time of that Obs/Prism upgrade a bit!

What do u think about that ?
it's nice to be important but it's more important to be nice
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-05-06 12:01:13
May 06 2011 11:47 GMT
#365
Warp prisms don't do anything besides warp in/drop units unlike Terran Healing and supply buildings for Zerg so Z&T build them anyway, drop is just an added bonus/option.. That's why they do it more. WP cost way too much, are built like paper airplanes and slower than molasses. We have a stealthy option to get behind enemy lines already called DTs and don't have to build a worthless drop ship plus speed upgrade to get them there. Especially when we could be building real units out of robo.

When HT had Amulet you saw them more. Because you could just risk WP and not a WP full of HT's with energy, and warp in a storm on some harvesters, other than that they are of limited use compared to other options.
MC for president
Juanald
Profile Joined February 2011
United States354 Posts
May 06 2011 12:03 GMT
#366
On May 06 2011 20:39 SpaNkinG wrote:
what they could maybe add or in other words to fusion is the observer and warp-prism upgrade!
I mean if Blizz would combine these 2 Upgrades to one they'd be used more often in my humble opinion!
They could increase a bit the costs as if u'd do one upgrade like obs speed is 100/100 and prism speed aswel , i guess( not sure lol^^ )

and they they could do it for a price of 150/150 and decrease the Research time of that Obs/Prism upgrade a bit!

What do u think about that ?



im sold this is a wonderful idea also if t hey combined blink and charge like stim effects both maraders and marines. would be nice to be able to cloak the warmp prism too but i doubt that will happen anytime soon LOL peace
"hey it could happen!" ~ angels n the outfield
SpaNkinG
Profile Joined May 2010
Turkey89 Posts
May 06 2011 12:06 GMT
#367
wow u can't combine blink and charge :O that would be way too powerfull making a 6 gate push good vs ANY unitcombo:p
it's nice to be important but it's more important to be nice
SurroundSound
Profile Blog Joined April 2010
106 Posts
May 06 2011 12:08 GMT
#368
Im a T player and this is the first thing that came to mind about this lil guy. 150 minerals only. thats good....not sure if it costs food (correct me pl0x). Mid late game i could dedicate a robo and pump these guys out as proxy pylos across the map in hard to reach areas
specially if he snizziped my pylos
Its not John Hancock...Its Herby Hancock
Whitewing
Profile Joined October 2010
United States7483 Posts
May 06 2011 12:11 GMT
#369
I want an upgrade to allow deployed warp prisms to be mobile shield batteries.

Please.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Dommk
Profile Joined May 2010
Australia4865 Posts
May 06 2011 12:11 GMT
#370
If they reduced the supply cost to 1, build time to roughly 20~ seconds, and combined the upgrades then I would most likely make an effort to use them every game.

The way it is for Protoss, Colossus/Observers and immortals play such important roles, creating Warp-Prisms out of Robotics is like a Mech Terran having to create Medivacs out of Tech Lab factories.

If they moved it to Stargate tech, it would get a lot more use
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
May 06 2011 12:13 GMT
#371
Warp Prisms are very good vs zerg. We'll see them more in the future. They're faster than anything but Muta, and there are no scourge in SC2.

Maybe I'm wrong, but they're difficult to deal with and only cost minerals for P.
My. Copy. Is. Here.
mutantmagnet
Profile Joined June 2009
United States3807 Posts
May 06 2011 12:15 GMT
#372
Warp prisms are fine. They are better than Brood war shuttles in every way.

WP have better base acceleration.
WP aren't capped by their cargo capacity because they can warp in.
Robo Facility in SC2 is cheaper than BW.
WP shields regen crushes BW.
In all other respects they are equal.

What happened is that the fundamental gameplay interactions screwed over WP.

In BW you didn't build too many marines unless you went deep six, because reaver and templar made them obsolete.
You didn't want to get goliaths until protoss acquired carriers and if you had a game plan that hinged in shuttle sniping you usually spent resources to get a wraith instead.

In SC2 marines are the backbone of the army. You can't drop them like you could vulture tanks.
Colossus simply don't work like reavers in low numbers which is what made shuttles viable.
Massive number of colossus forces vikings so WP window of opportunity to be the most useful is vary narrow compared to the shuttle.

Shuttle play PVZ wasn't as well rounded as it was in PvT but it existed even with the threat of scourge because zerg army was too mobile and reavers in low numbers were too powerful not to be employed.

WP should exist in PvZ but hiding pylons with probes is cheaper resource wise and usually no different APM wise than WP play.
Protoss want to build Colossus in high numbers which has higher priority over making even a single WP because Colossus do get sniped too frequently in this matchup.

In BW PvP you need shuttles with your reavers.
The current thinking in SC2 PVP is that you don't need WP for anything.

But let's keep in mind patch 1.3 will throw a wrench into Warp gate play which has dominated the outcomes in PVP. So we will see whether or not WP can be explored as a useful tool.
rO_Or
Profile Joined October 2010
United States306 Posts
Last Edited: 2011-05-06 12:37:18
May 06 2011 12:29 GMT
#373
On May 06 2011 21:11 Whitewing wrote:
I want an upgrade to allow deployed warp prisms to be mobile shield batteries.

Please.


Really? Warp prisms have insane potential that really hasn't been explored yet at all. Before protoss start clamoring for buffs they really need to experiment with the unit first. With the speed upgrade they are the fastest of all the transports. With their dual function as a pylon they can deploy more units than medivacs or overlords (potentially limitless). Something that has rarely been used against me but is insanely effective is templar drops. No other drop, including baneling drops can dish out as much damage to a mineral line as this. Many top level toss (Whitera, Socke, Minigun and Tyler come to mind) have showcased that even a single warp prisms can be extremely powerful if utilized correctly. All of these players have shown different ways to effectively include warp prisms into their builds and game play. Warp prisms build very quickly, even quicker with chronoboost and building one really doesn't cut into your collosus production as you usually want the range upgrade first anyways. I would argue the real reason we don't see the warp prism used much isn't because of any weakness or inefficiency but with the strength of the protoss deathball there really hasn't been incentive for protoss to try anything different. Why try to execute APM dependent drops when you can just mass up an unkillable army?
On August 19 2011 00:04 Larryx wrote: The thing is that EU events are so much Difficultier than NA ones.
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
May 06 2011 12:34 GMT
#374
On May 03 2011 06:43 FatkiddsLag wrote:
im going to start making another robo just to pump out warp prisms


I'd thumbs this up if I could. Drops are a real bitch. Also I think protoss the best drops are dt, 4 zealot drops or a high templar drop behind the mineral line. The idea is to get in and out with the warp prison anyway.
rO_Or
Profile Joined October 2010
United States306 Posts
May 06 2011 12:41 GMT
#375
On May 06 2011 21:34 djdoodoo wrote:
Show nested quote +
On May 03 2011 06:43 FatkiddsLag wrote:
im going to start making another robo just to pump out warp prisms


I'd thumbs this up if I could. Drops are a real bitch. Also I think protoss the best drops are dt, 4 zealot drops or a high templar drop behind the mineral line. The idea is to get in and out with the warp prison anyway.


Since when? Imagine a single warp prism being used to execute a 2 pronged attack. Attack with your main army at one location while a warp prism sneaks to another location and starts warping in units from any number of gateways. As I said before, the warp prism isn't as hindered as the other transports in the number or variety of units it can deploy. You could drop a collosus and warp in 10 gateway units from a single prism. I have never really seen a protoss try to execute it but I fear I may have just shed light on a ridiculously powerful and effective strategy for toss to utilize.
On August 19 2011 00:04 Larryx wrote: The thing is that EU events are so much Difficultier than NA ones.
Farkinator
Profile Joined August 2010
United States283 Posts
May 06 2011 12:43 GMT
#376
All of your points are valid, but I feel like they don't really answer the issue of dropping as Protoss. There's literally nothing stopping them from doing drops except for looking at their robo bay and facility and scoffing saying "I need more colossus why would I ever build a warp prism." This is much the same problem for immortals. Protoss' obsession with colossus is killing them I feel I feel like immortals solve the problem of ineffective Protoss drops. These things absolutely tear through supply depots and reactors.

Basically, if you get speed shuttles and put immortals in them, you're pretty much guaranteed damage against the other player. It's just a matter of deciding when you're done making colossus apparently.
Get some bases, smash some faces.
rO_Or
Profile Joined October 2010
United States306 Posts
May 06 2011 12:51 GMT
#377
If the only thing you are interested in making from the robo is collosus, why not make a prism while your bay is being warped in? The need for collosus shouldn't conflict with making a prism.
On August 19 2011 00:04 Larryx wrote: The thing is that EU events are so much Difficultier than NA ones.
SYNC_qx
Profile Joined October 2010
Germany197 Posts
May 06 2011 12:54 GMT
#378
Mana showed some interesting games using warp prisms. but yeah i see OPs points, its kinda depressing!
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
May 06 2011 12:54 GMT
#379
4 Zealots are just as scary as 8 marines are, that's a pretty bad argument.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Ruscour
Profile Blog Joined April 2011
5233 Posts
Last Edited: 2011-05-06 13:09:15
May 06 2011 12:56 GMT
#380
I think instead of making them better at dropping, they should be changed simply to become more awesome. Have them regenerate shields to any unit within the psionic matrix when deployed. 'twould be pretty fly, I think it'd give them more usage and give them something to do that isn't a poor drop.

EDIT: Didn't realise that a guy above me already came up with this. Good to hear I'm not the only one who thinks it'd be cool!
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