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Why Protoss Drops Are Rare (Warp Prism Analysis) - Page 24

Forum Index > SC2 General
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Prev 1 22 23 24 All
_Major
Profile Joined April 2011
United States107 Posts
May 09 2011 18:35 GMT
#461
I personally believe that Protoss don't use Warp Prisms as much as they could, because they don't have to.

Protoss typically defeat the other races by having an overwhelming mass. Warp Prisms would be awesome for providing reinforcements, but a pylon is cheaper and less risky in all aspects. Right now, it doesn't make sense to go Warp Prisms unless you have been contained and can't maintain the gas necessary to produce Collosi, Void Rays, or Carriers to cover your ground army.
Do you practice on Macro Or Die maps? You should - http://www.teamliquid.net/forum/viewmessage.php?topic_id=216550
Homeless666
Profile Joined March 2011
Czech Republic50 Posts
May 09 2011 18:36 GMT
#462
I think to balance warp prism we need to get reavers back !
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
May 09 2011 18:42 GMT
#463
I'm just waiting for protoss's to start High Templar dropping. Wrecks worker lines, and late game, 2 templar aren't that large of a loss from your main force of HT and Colossi. What's more, you can hate a mobile warp in for HT, if yours get sniped.

I want to see it, make it happen pros!
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
Homeless666
Profile Joined March 2011
Czech Republic50 Posts
May 09 2011 18:54 GMT
#464
Warp prisms should have more speed after upgrade not about 3.3 but something close to 4 or next upgrade for example 50/50 to cloak them for 10 seconds to sneak in enemy base or blink upgrade Thats my point
pi_rate_pir_ate
Profile Joined April 2010
United States179 Posts
May 09 2011 19:43 GMT
#465
Wonderful possibilities:

Eliminate both the warp prism and the mother ship. Bring back Arbiters.

Give cloaking ability to the warp prism.

On a serious note, some of the suggestions, like using prisms to hold HT's to avoid getting emp'd, are really really scary to think about doing as a Toss. The prism can be emp'd, and then it dies about as fast as a zergling. With 4 HT's in it this would cost 400 minerals and 600 gas. Is this actually worth it for the life expectancy of a zergling? I'll even grant that it might have the life expectancy of a marine with combat shields.
Sufinsil
Profile Joined January 2011
United States760 Posts
May 09 2011 19:53 GMT
#466
On May 09 2011 00:30 PopcornColonel wrote:
I think the main problem for me is that it's WAY too risky. Zealot drops can be effective against lower level players, but when you get into higher leagues people pull their SCVs away before you can even get a kill in, and clearly zealots are mopped up by marauders/marines.


1 sentry (with at least 100 energy) with 3 zealots will stop them running as quick. Only them pulling before your units are out will complete avoid casualties.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
Last Edited: 2011-05-09 20:25:45
May 09 2011 19:57 GMT
#467
Warp prisms have as much life as a shuttle did in bw and they can elevator units up a cliff using a glitch really quickly. They can transport an entire ground army in under 5 seconds. I'd like to see one medivac or one overlord do that.

elevator:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197135

I'd also like to see terran or zerg make a force field on a ramp after doing this :/

Pretty awesome game:

7:00 onwards

edit: not actually a glitch.
teedee
Profile Joined April 2010
United Kingdom15 Posts
May 09 2011 19:58 GMT
#468
A lot of people are saying that zealots are ineffective at killing workers due to being slow melee units.

However, protoss has forcefileds. I'm working on carrying one sentry from early game with high energy, dropping and ff'ing the workers into a bunch then warping in zealots on top of them. needs work but has been effective..
Minigun
Profile Blog Joined August 2010
619 Posts
Last Edited: 2011-05-09 20:04:35
May 09 2011 20:04 GMT
#469
I have been playing around with this a lot lately.

You can only get out one warp prism + 2 observers before robo bay is done.

I have tried using them while going ht's and zealot charge for MUCH higher success.

Here are some replays, mind you that I'm new to this style, and am just playing around with it, so my build order will be a little rough. But I believe this is the only way to play the drop style.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208005

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208006
“Quiet people have the loudest minds.” ― Stephen Hawking
Xsoild
Profile Blog Joined May 2011
United States121 Posts
May 09 2011 20:05 GMT
#470
speed prisms are pretty fast but the cost of getting the prism plus the speed is suicide. basically if your drop doesn't work you will most likely die.

But you could go stray away from robo tech all together and go templar but with the recent nurfs that isnt really viable. you need the collsi to hold the early pressures. i feel templars are late game units.
Keep on trying
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
May 09 2011 20:09 GMT
#471
On May 03 2011 06:50 Existor wrote:
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

With this there are only a few times you lose a pylon, When you FE'd and blocked yourself off, even then it'd probably be better to kill something else. They're in you're base. If you really get to the point where they're in your base but you still have a chance in the game, a warp prism isn't going to help, the range on the power is too small and it'll die much too fast.

And really when would you want to build a gate and a pylon at the same time? The saved time only really does much in the early stages but then you wouldn't even have the tech and imo the 200 mineral investment isn't worth it.
Dota 3hard5me
Victim
Profile Joined August 2010
United States188 Posts
May 09 2011 20:19 GMT
#472
I think that Protoss players tend to use Pylons for their harass instead of warp prisms. They don't need drops to harass an enemy third base when they can just leave a pylon somewhere nearby and then warp in zealots or DTs to be annoying. Pretty much the same thing for elevator play: protoss can warp units into a base from a low ground pylon and a high ground spotter. Colossus and Blink Stalkers, two core protoss units in most late games - can get into a main as a large force, and sentries can be warped in from a low ground pylon to lock the door.

Why spend 200 and robo time to make a warp prism when a 100 mineral pylon can do almost as much?
bardolph
Profile Joined May 2011
6 Posts
May 09 2011 20:30 GMT
#473
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.
Dright
Profile Joined April 2011
13 Posts
Last Edited: 2011-05-26 16:32:35
May 26 2011 15:25 GMT
#474
I'm only at page eleven yet so don't blame me if I'm missing a point similar to mine.

So far people have generally been talking like dropping is the only use of a warp prism. However after reading this I've been trying to use them a bit more. What I've found is that even if I never use it for drops it still ends up paying for itself.

Instead of placing forward pylons that are likely to be picked off, I get a completely mobile pylon/elevator that can easily be brought with me wherever I go. It has been far better than a pylon because I can warp in more units on top of my army without worrying about collisions or pylon build times, even inside the enemy base, where it is significantly more difficult to place a pylon. Lack of speed just means that I can move at the same pace of the rest of my army without extra micro.

I am a gold player with a high mineral macro style which I am trying to adapt from Adel's PvP style, so I typically have a large amount of excess minerals by the time I build my robo (usually after four gates and a forge). Even building a robo bay directly after the facility I am able to chronoboost out both my observer (first) and my warp prism (second) which is usually time for my second push. I research speed when thermal lance is done (If the game gets to that point).

-Dright
Zaganna
Profile Joined May 2011
Italy17 Posts
May 26 2011 16:58 GMT
#475
I'm sorry for not red all the 24 pages....but i still wanted to say something.

The Analysis of the Warp Prism is good, but if a unit is not being used much is not meaning that is useless.

About the warp Prism, we can say that i the best drop unit of all the game, or we can say it's the worst. It depends which side you spot.
It has less hit point, yes! It needs a factory for being built, yes!
However, it can drop an endless number of unit, since it's a mobile phylon, and you can warp all the unit you want for any purpose: proxy attack, stalkers harras, sneaky dt harras.
The only thing important is if you want to return with your unit via ground or via air (in this case you must not produce too much)
JustinHit
Profile Joined October 2010
United States196 Posts
May 26 2011 17:12 GMT
#476
you do know they made it 200 minerals instead of 100 mins 100 gas so the protoss can use its excessive amount of minerals since its a gas intensive race.
For the swarm for life!
iSTime
Profile Joined November 2006
1579 Posts
May 26 2011 17:39 GMT
#477
On May 10 2011 05:04 Minigun wrote:
I have been playing around with this a lot lately.

You can only get out one warp prism + 2 observers before robo bay is done.

I have tried using them while going ht's and zealot charge for MUCH higher success.

Here are some replays, mind you that I'm new to this style, and am just playing around with it, so my build order will be a little rough. But I believe this is the only way to play the drop style.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208005

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208006


I used a style similar to this a while ago, getting drops early and then getting fast storm behind it. I found that it was hard to hold against strong bio play and 1 base pushes, since warp prism+3-4 zealots is a large investment.

If you have any replays where you don't go 15 nexus and kill 5 marines for free I think those would be more instructive.
www.infinityseven.net
AnAlbumCover
Profile Joined September 2010
United States138 Posts
May 26 2011 18:44 GMT
#478
Excellent points. I very rarely drop except when just trying to anti-meta game him lol
for a nerdgasm: http://www.teamliquid.net/forum/viewmessage.php?topic_id=197809
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 26 2011 19:19 GMT
#479
and there were people in bw that got a dropship. (or in otherwords invested on a starport + addon just for a dropship, nothing else the entire game). I guess its a good thing to get more ahead, when you won an early game fight. And a superb way to get ahead in multiple situation. I am happy that warp prism play is forgotten. I hated the ramp block when i made a fast expansion with heavy bunker play. Oh right and i loved the free win when a terran made this against me as toss hehe.

I guess warp prism is an easy way for a toss to kill their way up to diamond atleast just by using this 200 mineral drop ship. (other drops are more expensiv because they need to be filled, warp prism is actually the fastest cheapest drop unit ingame ^^)
fizix
Profile Joined July 2009
United States44 Posts
May 26 2011 20:23 GMT
#480
I imagine the way drops will happen in the future for the warp prism to be most effective (aside from the warp prism 4 gate that I lost to for being an idiot:

The strongest drop I can conceive of is 3DT+1 sentry. But I think it's how you follow up with it that really the most powerful. Has anyone ever considered dropping the units on the move through the mineral line and then flying the WP to the expo to warp in units? It's a 2 pronged attack coming from one source, and even if they see it they will probably only react to one of the drops, at the same time you can choose to move out with your army and attack the third. After warping in units in the natural you can send the WP to join the main army for quicker reinforcements.

This is just my theorycrafting at work, you can turn 1 drop into 2 simultaneous drops.
gg
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