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Why Protoss Drops Are Rare (Warp Prism Analysis) - Page 6

Forum Index > SC2 General
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Kalpman
Profile Joined April 2010
Sweden406 Posts
May 02 2011 23:06 GMT
#101
Why drop when you can just 1a?

Seriously tho, pylons
I've fought mudcrabs more fearsome than you!
Geos13
Profile Joined May 2011
437 Posts
May 02 2011 23:07 GMT
#102
Ok I don't play toss so I might be a little off but this is my take on it.
Build two warp prisms, load with 8 zealots, fly to opponents base, unload, warp in 4,5,6 stalkers behind it.

Okay so with 6 stalkers warped in behind the zealots best case scenario you get all your stalkers out and two zealots. Meaning you lose 600 minerals worth of units. I would be very impressed to see someone do that much damage with a drop before the opposing player crushes the drop. A drop cannot compete with an actual army and Protoss units are too expensive to just throw away. You need to be able to retreat or do very fast and heavy damage while sacrificing your units.

kzn
Profile Blog Joined June 2007
United States1218 Posts
May 02 2011 23:07 GMT
#103
On May 03 2011 08:01 aderum wrote:
Show nested quote +
On May 03 2011 07:57 Roxy wrote:
On May 03 2011 07:54 mavsfan0041 wrote:
Ok I don't play toss so I might be a little off but this is my take on it.

Build two warp prisms, load with 8 zealots, fly to opponents base, unload, warp in 4,5,6 stalkers behind it. That's a pretty potent force that can be in the back of your base with like 10 seconds of arriving. While two warp prisms may take time out of the robo, they cost no gas. So during that time you could be using your gas to tech down other paths like *gasp* HTs! Something not colossus. And once your warp prisms are done, you can gently push out immortals or colossus if you don't want just HTs.

Main Point: Get more than one warp prism, use gas on other things.


And if they just decide to attack our main? refer to the post about protecting our colosus

They do lost of damage, but are essentially made of glass (not unlike the warp prism).

The thing about a protoss army, is that a couple units missing from the army can mean the difference between marginally winning the battle and getting absolutely roflstomped


and this isnt true for the pother races? lol. everybody takes a risk when dropping


No, its not. At the most basic level, other races have more options in terms of army composition where a single unit is not 2+ food by default - missing 8 marines is a hell of a lot better than missing 8 zealots. Beyond that, the nature of the cheap protoss units (ie zealots) means that they become exponentially more useful as you have more of them, because they soak up damage for longer and die slower as your damage units kill the other army.

This is before even considering things like sentries, which is kinda silly because drops based around choke FFs are probably the only drops that could really be as effective against T/Z as T drops are against P.

Both Zerg and Terran have unit compositions that work best when they're split apart, forcing the opponent to split as well. Those aren't their only options, but they are options. There is no similar option for P, except maybe Phoenix/DT based play.
Like a G6
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
May 02 2011 23:12 GMT
#104
Most protoss players are arguing they still want their colossus with warp prism harass. That tech path just doesn't coincide with a good ninja harass based force. HT with storm can ruin mineral lines, 1 to 2 dark templar can wreck tech structures (tech labs researching stim, etc) Chargelots with any sort of armor upgraded can tank a ton of damage and force terran or zerg back in their base.

If a terran mass bunkers at his front but has a ledge that you can pop into his main with, you can circumvent any bunker and get straight into production facilities in his base. The major problem is that most protoss users don't want to give up that extra build time on obs or colossus or even think about researching the speed upgrade which would make this harass a ton more hectic for the defending player.

One could make an argument that warpprisms early to midgame puts protoss at a major disadvantage, but the viability for lategame harass could buy you time to build a better deathball in a losing situation.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Noocta
Profile Joined June 2010
France12578 Posts
May 02 2011 23:13 GMT
#105
You have to take in count that Warp prims with their speed upgrade at the Robo Bay ( that everyone forget with the Obs speed ) become amazingly fast. I don't have the number but something like Muta speed.
Where Overlord are slower than Medivac and Medivac are 2.5 which is not bad.
" I'm not gonna fight you. I'm gonna kick your ass ! "
kzn
Profile Blog Joined June 2007
United States1218 Posts
May 02 2011 23:15 GMT
#106
On May 03 2011 08:12 Demonace34 wrote:
One could make an argument that warpprisms early to midgame puts protoss at a major disadvantage, but the viability for lategame harass could buy you time to build a better deathball in a losing situation.


I don't understand how you see a lategame threat buying players time in the mid-game - the obvious reaction to a lategame threat is to end the game before the threat is realized, which is precisely what fast prism play would have trouble with.
Like a G6
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 02 2011 23:15 GMT
#107
On May 03 2011 08:03 Yaotzin wrote:
I don't think the warp prism's strengths or weaknessess have any effect at all on whether a Toss player drops. Most Toss players wouldn't drop if you gave them a 1khp prism, and the dropping sort would probably still do it if it had 100hp. The reasons for not dropping have been mentioned - Protoss units function better close together, and a lack of (pre latelategame) units to drop.


Quoting for emphasis. Protoss design doesn't really lend itself to small ground-based harassment in general, be it through drops or warp-ins. Zealots only really become a decently droppable unit with Charge (and even then are inferior to hydras or bio), DTs can be dropped, but don't need to most of the time, and Storm drops have become a lot riskier with the Amulet removal.

So yeah, they're not that good, and there's no reason to develop them with the way Protoss currently plays.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
palanq
Profile Blog Joined December 2004
United States761 Posts
May 02 2011 23:16 GMT
#108
you're kind of missing the point, which is: what do you actually put in the thing? 140 vs. 150 hp hardly matters compared to the relative effectiveness of baneling/roach/mm/templar

zeal/stalker drops just seem awful - you'll be lucky to kill 3 workers before they pull, as opposed to a lot more (for similar risk) from other T/Z drops
time flies like an arrow; fruit flies like a banana
Lucy1nTheSky
Profile Joined April 2010
39 Posts
May 02 2011 23:16 GMT
#109
On May 03 2011 06:50 Existor wrote:
Plus, you can place any structure anywhere and then place pylon. So you will build pylon and gate/photon at same time



Zomg i'm so going to try doing mid/lategame cannon pushes with warp prisms now... How fast do you think 2 speed prisms plus 2 probes can warp in 2 cannons at each opponent's natural in a team game?
Rokk
Profile Joined March 2010
United States425 Posts
May 02 2011 23:17 GMT
#110
On May 03 2011 07:57 Roxy wrote:
Show nested quote +
On May 03 2011 07:54 mavsfan0041 wrote:
Ok I don't play toss so I might be a little off but this is my take on it.

Build two warp prisms, load with 8 zealots, fly to opponents base, unload, warp in 4,5,6 stalkers behind it. That's a pretty potent force that can be in the back of your base with like 10 seconds of arriving. While two warp prisms may take time out of the robo, they cost no gas. So during that time you could be using your gas to tech down other paths like *gasp* HTs! Something not colossus. And once your warp prisms are done, you can gently push out immortals or colossus if you don't want just HTs.

Main Point: Get more than one warp prism, use gas on other things.


And if they just decide to attack our main? refer to the post about protecting our colosus

They do lost of damage, but are essentially made of glass (not unlike the warp prism).

The thing about a protoss army, is that a couple units missing from the army can mean the difference between marginally winning the battle and getting absolutely roflstomped

Everyone faces this problem when dropping. Fortunately for you, a colossus's 9 range and FFs make defending a position possible with less units than your opponent.
DoomsVille
Profile Joined August 2010
Canada4885 Posts
May 02 2011 23:19 GMT
#111
It's a balance design. Protoss drops aren't meant to be as effective as terran drops. It would be pretty unfair if they were considering toss already has the warp gates method of mobility. I mean its obvious this is the case. Remember how fast medivacs used to be? And the fact that they are pretty much a must in any non-pure mech terran army makes it pretty clear to me that blizzard always intended terrans to drop more.
Rokk
Profile Joined March 2010
United States425 Posts
May 02 2011 23:19 GMT
#112
On May 03 2011 08:07 Geos13 wrote:
Show nested quote +
Ok I don't play toss so I might be a little off but this is my take on it.
Build two warp prisms, load with 8 zealots, fly to opponents base, unload, warp in 4,5,6 stalkers behind it.

Okay so with 6 stalkers warped in behind the zealots best case scenario you get all your stalkers out and two zealots. Meaning you lose 600 minerals worth of units. I would be very impressed to see someone do that much damage with a drop before the opposing player crushes the drop. A drop cannot compete with an actual army and Protoss units are too expensive to just throw away. You need to be able to retreat or do very fast and heavy damage while sacrificing your units.



Depending on where you drop, you can pick up the zealots and blink your stalkers out of the base. Or you can include a HT or two in the drop and potentially do a lot of extra damage to their army/probe line.

Obviously there are risks involved but don't dismiss an entire strategy just because of some theoretical disadvantage.
1Eris1
Profile Joined September 2010
United States5797 Posts
May 02 2011 23:19 GMT
#113
Im still waiting for someone to do a 4 sentry drop in the mineral line, FF everything off and warp in a bunch of zealots and just go to work
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
EZR-Aeron
Profile Joined June 2010
New Zealand64 Posts
May 02 2011 23:19 GMT
#114
Cargo capacity shouldn't matter as directly after dropping your 4 units you can warp in several more.
ChineseWife
Profile Joined August 2010
United States373 Posts
May 02 2011 23:20 GMT
#115
I like using warpprisms in pvp so I can do dropship micro with immortals vs colossus.
Oops I made no units
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
Last Edited: 2011-05-02 23:22:26
May 02 2011 23:21 GMT
#116
You have to factor in also that a damaged warp prism will never gain it core health back. Medivacs can be repaired and overlords are plentiful but when my warp prism is brought down to 20 HP +shields I'm warry to continue using it for drops. Overlords are mandatory and the ventral sacs upgrade has a low opportunity cost. Medivacs have a more desirable alternate function (in many cases a forward pylon can replace a warp prism.).

I have been doing so neat 3 gate warp prism all ins vs terran though.
Replays
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On May 03 2011 08:19 EZR-Aeron wrote:
Cargo capacity shouldn't matter as directly after dropping your 4 units you can warp in several more.


What if you want to save units you attack with after doing a little damage?
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Berthi
Profile Joined March 2011
Germany7 Posts
Last Edited: 2011-05-02 23:24:18
May 02 2011 23:21 GMT
#117
ive once tried to counter the collosball in pvp with a warp prism immortal drop which of course failed coz of the low hp of the warpprism^^

now that the templars have been nerfed (templar storm drop was incredibly strong in lategame) I think the warp prism buff would be a good idea. (yesyesyes i know toss imba ...blizz shouldnt buff them even more^^ but possibly along with a colossus nerf )

I personally could imagine some kind of shield which makes the warpprism invulnerable or untargetable for 3-4 seconds with a high cool down. This would make things like immortaldrops more viable. I could even be a way to counter colossus in pvp.
This might sound imbalanced but i dont really if it is. Otherwise mb just make the shield absorb the dmg for some seconds, but the warpprism takes all the dmg after the effect runs out.
Sry for my english^^
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
May 02 2011 23:22 GMT
#118
Protoss drops don't have to be as good as the other race drops to still be worth doing. They can still provide the psychological effect of being afraid of drops to the opponent.

Protoss do, however, lack a unit that can be dropped to do any sort of significant damage, unlike the hydralisk for Zerg, or the marauder and the marine for Terran.

That said, I will add one point to you, and that is that while a Protoss can warp in more units than the warp prism can carry, that is effectively throwing away those units as there is no way to get them out again.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
kzn
Profile Blog Joined June 2007
United States1218 Posts
May 02 2011 23:25 GMT
#119
On May 03 2011 08:17 Rokk wrote:
Show nested quote +
On May 03 2011 07:57 Roxy wrote:
On May 03 2011 07:54 mavsfan0041 wrote:
Ok I don't play toss so I might be a little off but this is my take on it.

Build two warp prisms, load with 8 zealots, fly to opponents base, unload, warp in 4,5,6 stalkers behind it. That's a pretty potent force that can be in the back of your base with like 10 seconds of arriving. While two warp prisms may take time out of the robo, they cost no gas. So during that time you could be using your gas to tech down other paths like *gasp* HTs! Something not colossus. And once your warp prisms are done, you can gently push out immortals or colossus if you don't want just HTs.

Main Point: Get more than one warp prism, use gas on other things.


And if they just decide to attack our main? refer to the post about protecting our colosus

They do lost of damage, but are essentially made of glass (not unlike the warp prism).

The thing about a protoss army, is that a couple units missing from the army can mean the difference between marginally winning the battle and getting absolutely roflstomped

Everyone faces this problem when dropping. Fortunately for you, a colossus's 9 range and FFs make defending a position possible with less units than your opponent.


Defenders advantage alone makes that possible, which doesn't deal with the fact that Protoss, more than Terran or Zerg, needs a single deathball to come out on top in engagements before Storm, and pretty much nobody has disagreed that storm drops are probably much more effective than the amount of use they've seen so far suggests.
Like a G6
Jayrod
Profile Joined August 2010
1820 Posts
May 02 2011 23:27 GMT
#120
Whitera's pretty much my hero as a protoss so I've been doing warp prism 3 zealot 1 stalker drops as my norm against terrans in some spawn locations. Warp prisms can be really powerful, but they'll never be as good as the other drop ships unless they become more durable. The other thing is, the units you drop cant do any real damage fast enough. Only DTs can do considerable damage, the other drop options are there to keep terran at home as well as delay some mining time. Terran and Zerg drops can do real damage very quick, though terran obviously to the greatest extent.

I think a big part of the lack of drop play is, unlike terran and zerg, protoss cannot afford to lose small chunks of its army here and there. The units are too expensive, can be quite hard to replace, and a protoss is generally on less production capacity (bio builds faster even if the total buildings is comparable) than the other two races unless they have a really solid base lead.

Master's protoss btw if that matters.
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