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Why Protoss Drops Are Rare (Warp Prism Analysis) - Page 7

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Baarn
Profile Joined April 2010
United States2702 Posts
May 02 2011 23:28 GMT
#121
Drops are really effective when you have the upgrade and use 2-3 ships if the opponent's main army isn't massed nearby to deny the drop/warp. Dropping colossus is really clunky with the delay in attack and positioning of the colossus and how you drop it so it's facing correctly. With a good amount of practice it could be easier than at first. Shuttle can only carry one also so you need more ships for it to be really effective. Another problem is that in T or Z matchups the opponent will have air units that could deny or even blink stalkers in mirror. It's risky but rewarding with how you use it with the amount you invest when you could ball and 1a to victory.
There's no S in KT. :P
manicshock
Profile Joined November 2010
Canada741 Posts
May 02 2011 23:29 GMT
#122
What are people talking about with regards to the "death ball" thing that protoss have? Chargelots maul workers and any small amount of MM. You can also reinforce with new warpins therefore creating a mini deathball.

You can say this is a mid-end game thing, but it's the exact same with terran and more so zerg. Terran I can go for an insanely fast drop, but it won't be safe either, and I don't want that fast of a drop sometimes. I want to have a force outside and in so I can poke and prod and break them. This is much more that the protoss metagame hasn't evolved imo, and chooses not to. White Ra uses them insanely well.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2011-05-02 23:33:39
May 02 2011 23:29 GMT
#123
Ive been trying to use more warp prisms in my play, if Im transitioning to colossi quickly (for example in PvP) as the robo facility finishes and immediately start the robo bay, you can get out an observer and warp prism before the bay finishes, meaning colossi production isnt hindered too much, although gateway production would need to be pretty much stopped depending on the economical situation

They can be sort of decent in PvP if the opponent is on 2+ bases, so long as they dont go blink or stargate. If It becomes the classic colossi vs colossi battle it can be pretty effective dropping the mineral line, 4 zealots (or 8 if you do a warp in as well) can WRECK a mineral line so fast or very quickly take out a tech structure. You need a hefty amount of units to effectively deal with 8 zealots in the base targetting your tech, at which point you strike the front

I watch whiteras stream as much as possible and I love his use of it with HTs, protecting from emp/going to storm mineral lines. Warp prisms ironically massively favour mass gateway styles sort of like adelscotts, and since most games youll get a robo at some point later on for observers and maybe a big shift to 2 or 3 robo colossi in the late game, warp prisms should be added in more and more if the mechanics of the player are there

Also, with the mass gate style, typically you get double forges nowadays. I assume the shield upgrade affects the warp prism, but does the ground or air armour affect it also?

Wise men speak because they have something to say, fools; because they have to say something - Plato
Falling
Profile Blog Joined June 2009
Canada11475 Posts
May 02 2011 23:29 GMT
#124
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.


Others have highlighted this post, but it sums it up perfectly. Hit points and cost can be over-come if there is an over-riding use for the warp-prism. And with hitpoints, there is also the gravitic drive, which arguably is better than more hitpoints. But what exactly are you going to drop?
4 zealots? Maybe you're best bet. 2-4 stalkers? (Haven't tried dropping these in awhile) A couple immortals? DPS is such that they'd get sniped too fast and can't clean out worker lines. Collosi? Better using their mobility and strength on the ground that making them more vulnerable and defenseless in a warp prism. Maybe DT's, but even they don't seem quite as useful (late tech) as their BW conterparts.

Storm drops used to be amazing in BW, but because of smart casting the power of storms have been decreased. I remember in beta needing to drop 3-4 storms to clean out an un-microed scv line... Last time I ever tried storm dropping. Even getting 1 storm on a mineral line would be killer and getting 2 would wipe out an un-microed worker line. It's just not worth losing 1-2 templars with a warprism to severely damage, but not kill workers that'll either recharge shields or heal overtime.

Then there were reavers that if they got a shot off, would destroy 1/3 to half a worker line. Very much worth micro-ing speed shuttles. Even 4 speed zealots could do a decent amount of damage.
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JediGamer
Profile Joined August 2010
United States656 Posts
May 02 2011 23:30 GMT
#125
Warp prisms are great. I just think people need more time to practice them. They are ridiculous in theory.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
rebdomine
Profile Blog Joined October 2010
6040 Posts
May 02 2011 23:31 GMT
#126
I tend to use drops when I open DT expand. Whenever I DT expand I grab a robo as soon as my nexus goes up. I find that warp prisms sync so well with DTs.

Or I might just be too low level to the point that stuff like this works.
"Just because you are correct doesn't mean you are right!"
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
May 02 2011 23:31 GMT
#127
They dont use this unit because there arent any units that are worth dropping at on an enemy base?
Religion is a dying idea .. || 'E-sport' outside Korea are nerds who wants to feel like rockstars. || I'm not gonna fuck with trolls on General Forum ever again .. FUCK!
Geos13
Profile Joined May 2011
437 Posts
Last Edited: 2011-05-02 23:32:03
May 02 2011 23:31 GMT
#128
Rokk
Profile Joined March 2010
United States425 Posts
May 02 2011 23:31 GMT
#129
On May 03 2011 08:25 kzn wrote:
Show nested quote +
On May 03 2011 08:17 Rokk wrote:
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.

Drops never win engagements. They're always meant to do as much damage as possible before the army arrives. If you're talking about moving out while dropping. Either he has to move part of his army back to defend the drop, which can give you the advantage in the main engagement, or he tries to engage your (lesser) main army, but you can delay that engagement with forcefields while your drop does more damage.
rickybobby
Profile Joined October 2010
United States405 Posts
May 02 2011 23:32 GMT
#130
one thing i never see protoss players do is bring a warp prism with their army and then they can insta reinforce without a pylon and without taking attention off their army
SlapMySalami
Profile Joined August 2010
United States1060 Posts
May 02 2011 23:34 GMT
#131
On May 03 2011 06:39 `ChroMaTe_ wrote:


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.


i think the cargo capacity is bologna 4 zealots > 8 zerglings (also 4 zealots is an 8 supply drop 8 lings is a 4 supply drop) you gotta at least argue it from the roach point of view

it isnt about the specific number of units (4 or 8) but the quality and the ways you can use them

the purpose of marine drops is mainly to kill workers
marauder drop to snipe buildings
roach drop for both, whatever you can get

a stalker drop seems useless in my head.. the outright dps of stalkers isn't high and they don't scale well with upgrades but someone may prove me wrong

as for zealots they have very high dps but without charge they will be killed very easily by
reinforcing units pvt, and in pvz zealots arent very good against roaches however it still may work with charge

ive seen double-forge players pvt get the robo only for a couple observers.. you could work a warp prism or 2 in and do some zealot drops that would seem to be the ideal situation for drops imo
marineking will u huk my bigtt1 ilu
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
May 02 2011 23:36 GMT
#132
Drops in the midgame when you really need Colo/immo production. In the late game getting prism speed + dropping zeals/ht (storm lol)/dt's is suuuuuuuuuper good, and it can pin your opponent as you rebuild with a better comp after a big battle.

in general prism speed and obs speed are way underused, just as a side note.
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
taintmachine
Profile Joined May 2010
United States431 Posts
May 02 2011 23:37 GMT
#133
i think chargelots for drop harassment is an underused tactic vs. terran. most of the time i see it, the zealots end up doing quite well.

most storm drops i saw a few months back, the high level players were pretty damn fast at moving workers out of the storm before the HT's cost was justified. it's not like a fungal harass where the workers are guaranteed to die. not saying it isn't worth trying more, tho.

i do think top protoss players will start bringing prisms on largescale engagements.
hmunkey
Profile Joined August 2010
United Kingdom1973 Posts
May 02 2011 23:42 GMT
#134
Protoss drops are rare because they don't need to use them. It's basically the same as how zerg drops were rare until lately since ZvP without dropping or harassing as a zerg is unreasonably difficult.
Sir Snoopy
Profile Joined March 2011
United States57 Posts
May 02 2011 23:44 GMT
#135
There seems to be two factions here, the people who think that the warp prism is worthless, and people who think that Protoss doesn't need to drop during standard play (for any reason)

I honestly think that it has nothing to do with the Prism itself, I think that it's that there's nothing I want to drop on the enemy. Baneling bombs are great and roach drops are killer and MM drops are cruel, but 4 zealots simply can't fight any kind of defense force until very very late game.
That's SIR Sir Snoopy to you!
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-05-02 23:49:42
May 02 2011 23:45 GMT
#136
On May 03 2011 08:31 Rokk wrote:
Show nested quote +
On May 03 2011 08:25 kzn wrote:
On May 03 2011 08:17 Rokk wrote:
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.

Drops never win engagements. They're always meant to do as much damage as possible before the army arrives. If you're talking about moving out while dropping. Either he has to move part of his army back to defend the drop, which can give you the advantage in the main engagement, or he tries to engage your (lesser) main army, but you can delay that engagement with forcefields while your drop does more damage.


There are two kind of drops: the first is a damage dealing drop. Deal damage while your enemy's army is out of position, then escape when they show up for free damage.

The second, and more useful in general kind, is the distraction. You drop a few units, and basically say to the enemy "pull back your army to this location, or suffer some significant damage." This is important because you don't actually care if the drop doesn't do damage, you're using it to control your enemy's army positioning. If it does damage, cool, you didn't get your big attack off, but damage is damage, you'll take it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Xog2
Profile Joined April 2010
United States97 Posts
May 02 2011 23:47 GMT
#137
Prisms are cheaper than medivacs. The reason we don't see them used is because protoss can easily win using other units aka sentries/colossus.
vvv-gaming.com
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 02 2011 23:47 GMT
#138
they can warp in units which is really, really good. but i agree with some of your points.
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-05-02 23:49:43
May 02 2011 23:48 GMT
#139
In PvZ, I occasionally swap the observer out for a warp prism. It gives the same tech scouting and allows for harassing beyond lines of spine crawlers and also frees up 75 gas..
Math doesn't kill champions and neither do wards
alepov
Profile Joined December 2010
Netherlands1132 Posts
May 02 2011 23:49 GMT
#140
4 lots are a lot scarier than 8 lings though
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