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The amount of stupid in this thread is staggering.
Pretty obvious that a lot of people believe Protoss is fine, it's just the players that suck and need to l2p to catch up; and then the other camp believes Protoss is broken and needs patching up to be competitive. As it is with most believes, neither side cares what the hell the opposite has to say, so why is this even an open discussion, one can only wonder.
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On September 20 2011 12:31 Arisen wrote:Show nested quote +On September 20 2011 05:49 Destructicon wrote: While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.
I am going to try and say this cleanly and efficiently. The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.
This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.
Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.
P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.
P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.
Now, if you add up all the problems you get the following scenario. Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.
Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.
This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.
Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.
Now I ask, where can you innovate in there? Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.
How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?
And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.
Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.
The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.
Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.
The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.
And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act. Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen. Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well(
I think you sir are stuck in the mindset 6 mnoth ago when zergs were going roach/hydra/corruptors every game. Now days zerg have baneling drops to deal with deathballs as well as infestor based play. Deathball is no longer deathy.
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On September 20 2011 13:17 K3Nyy wrote:Show nested quote +On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote:On September 20 2011 09:32 Jinivus wrote: I haven't watched them do that vs any good ZvPers. Well they have. Like I said, fucking combat-ex does it and he's horrible And seriously Idra is just horrible at vP so why you are citing his game in reference to what would work vs a top zerg is beyond me. IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here Stop telling us to fucking use carriers we want GSL protoss to be able to beat good people... I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army.
I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not.
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On September 19 2011 19:14 vOdToasT wrote:Show nested quote +On September 19 2011 19:11 n0ah wrote: A little piece of me died today as I watched SlayerSAlicia hold his head in his hands. ='(
I don't even know what to feel about MC. It's like I don't even want to play this game anymore... Lol. You should have played Zerg during the beginning of this game. You come off as being pretty spoiled, if this makes you want to quit the game then Zerg during 1.00 would have made you want to quit life.
Heh... I actually did play zerg at the beginning of the game and played protoss the past 9 months or so. I got the worst of both worlds, but yeah you're right Zerg at release was way more rage inducing than protoss is now.
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On September 20 2011 13:22 Arisen wrote:Show nested quote +On September 20 2011 13:17 K3Nyy wrote:On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote:On September 20 2011 09:32 Jinivus wrote: I haven't watched them do that vs any good ZvPers. Well they have. Like I said, fucking combat-ex does it and he's horrible And seriously Idra is just horrible at vP so why you are citing his game in reference to what would work vs a top zerg is beyond me. IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here Stop telling us to fucking use carriers we want GSL protoss to be able to beat good people... I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army. I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not.
If you watched that video, you would've realized Combatex lost his army over and over again. The reason why he won was because he outmacroed the hell outta the Zerg. It was like 5 base Protoss vs 4 base Zerg if I remember correctly.
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Ah dude Sase is so ingenious... a DT opener!
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On September 20 2011 13:26 K3Nyy wrote:Show nested quote +On September 20 2011 13:22 Arisen wrote:On September 20 2011 13:17 K3Nyy wrote:On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote:On September 20 2011 09:32 Jinivus wrote: I haven't watched them do that vs any good ZvPers. Well they have. Like I said, fucking combat-ex does it and he's horrible And seriously Idra is just horrible at vP so why you are citing his game in reference to what would work vs a top zerg is beyond me. IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here Stop telling us to fucking use carriers we want GSL protoss to be able to beat good people... I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army. I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not. If you watched that video, you would've realized Combatex lost his army over and over again. The reason why he won was because he outmacroed the hell outta the Zerg. It was like 5 base Protoss vs 4 base Zerg if I remember correctly.
he does it alot, this isn't 1 game...
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On September 20 2011 12:31 Arisen wrote:Show nested quote +On September 20 2011 05:49 Destructicon wrote: While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.
I am going to try and say this cleanly and efficiently. The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.
This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.
Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.
P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.
P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.
Now, if you add up all the problems you get the following scenario. Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.
Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.
This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.
Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.
Now I ask, where can you innovate in there? Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.
How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?
And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.
Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.
The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.
Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.
The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.
And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act. Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen. Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well(
You make it sound like its so easy for protoss to take a 'safe, easy third'.
For example, after forge expand, the typical response is fast 3 hatch. Basically the zerg can get a third base up so easy and get up to 50-60 drones really fast. After that is when you will be trying to take your third.
Then theres a ton of stuff zerg can do to well.. basically kill you.
Mass roach (losira style), infestor/ling with infested terrans, and many others.
And once you are on 3 bases, if the game goes after that a 4th base is even harder to take.
Maybe the protoss race isn't weak, but the maps just make the race feel weak due to extremely hard third bases on most maps to defend early on vs what I listed above.
But then again I don't know if easy third bases would balance the game either.
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MC doesn't practice so he gets knocked down to Code B. + everyone has caught on to his style. Pretty sure tyler got a lot of hate for saying he takes to many risks. Sometimes you win GSL championships, othertimes you get knocked out of GSL.
And Alicia... just got slammed lol. SeleCt such a baller. That was some scary ghost control. But we will see Both them again.
I'm waiting to see how Sage does in a Bo3 and not bo1 teamleague.
JYP has a little ways to go, but he will be code S in the next 2 months. of the 12 that qualified for code A, 5 were Protoss. And they are all sick good.
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On September 20 2011 13:37 Arisen wrote:Show nested quote +On September 20 2011 13:26 K3Nyy wrote:On September 20 2011 13:22 Arisen wrote:On September 20 2011 13:17 K3Nyy wrote:On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote:On September 20 2011 09:32 Jinivus wrote: I haven't watched them do that vs any good ZvPers. Well they have. Like I said, fucking combat-ex does it and he's horrible And seriously Idra is just horrible at vP so why you are citing his game in reference to what would work vs a top zerg is beyond me. IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here Stop telling us to fucking use carriers we want GSL protoss to be able to beat good people... I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army. I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not. If you watched that video, you would've realized Combatex lost his army over and over again. The reason why he won was because he outmacroed the hell outta the Zerg. It was like 5 base Protoss vs 4 base Zerg if I remember correctly. he does it alot, this isn't 1 game...
Can you link me a game besides that video where he does that?
I feel like all of your arguments are extremely biased and some even outdated.
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On September 20 2011 13:51 laharl23 wrote:Show nested quote +On September 20 2011 12:31 Arisen wrote:On September 20 2011 05:49 Destructicon wrote: While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.
I am going to try and say this cleanly and efficiently. The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.
This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.
Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.
P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.
P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.
Now, if you add up all the problems you get the following scenario. Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.
Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.
This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.
Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.
Now I ask, where can you innovate in there? Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.
How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?
And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.
Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.
The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.
Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.
The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.
And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act. Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen. Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well( You make it sound like its so easy for protoss to take a 'safe, easy third'. For example, after forge expand, the typical response is fast 3 hatch. Basically the zerg can get a third base up so easy and get up to 50-60 drones really fast. After that is when you will be trying to take your third. Then theres a ton of stuff zerg can do to well.. basically kill you. Mass roach (losira style), infestor/ling with infested terrans, and many others. And once you are on 3 bases, if the game goes after that a 4th base is even harder to take. Maybe the protoss race isn't weak, but the maps just make the race feel weak due to extremely hard third bases on most maps to defend early on vs what I listed above. But then again I don't know if easy third bases would balance the game either.
No, it's not super easy to take a third, and it shouldnt be, because once you do as protoss your probability of winning shoot WAY up
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On September 20 2011 14:01 K3Nyy wrote:Show nested quote +On September 20 2011 13:37 Arisen wrote:On September 20 2011 13:26 K3Nyy wrote:On September 20 2011 13:22 Arisen wrote:On September 20 2011 13:17 K3Nyy wrote:On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote: [quote]
Well they have. Like I said, fucking combat-ex does it and he's horrible
[quote] IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here
[quote]
I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army. I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not. If you watched that video, you would've realized Combatex lost his army over and over again. The reason why he won was because he outmacroed the hell outta the Zerg. It was like 5 base Protoss vs 4 base Zerg if I remember correctly. he does it alot, this isn't 1 game... Can you link me a game besides that video where he does that? I feel like all of your arguments are extremely biased and some even outdated.
Do you think I keep replays of combatex? watch his stream, he does it all the time.
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On September 20 2011 14:03 Arisen wrote:Show nested quote +On September 20 2011 13:51 laharl23 wrote:On September 20 2011 12:31 Arisen wrote:On September 20 2011 05:49 Destructicon wrote: While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.
I am going to try and say this cleanly and efficiently. The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.
This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.
Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.
P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.
P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.
Now, if you add up all the problems you get the following scenario. Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.
Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.
This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.
Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.
Now I ask, where can you innovate in there? Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.
How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?
And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.
Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.
The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.
Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.
The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.
And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act. Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen. Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well( You make it sound like its so easy for protoss to take a 'safe, easy third'. For example, after forge expand, the typical response is fast 3 hatch. Basically the zerg can get a third base up so easy and get up to 50-60 drones really fast. After that is when you will be trying to take your third. Then theres a ton of stuff zerg can do to well.. basically kill you. Mass roach (losira style), infestor/ling with infested terrans, and many others. And once you are on 3 bases, if the game goes after that a 4th base is even harder to take. Maybe the protoss race isn't weak, but the maps just make the race feel weak due to extremely hard third bases on most maps to defend early on vs what I listed above. But then again I don't know if easy third bases would balance the game either. No, it's not super easy to take a third, and it shouldnt be, because once you do as protoss your probability of winning shoot WAY up
So protosses shouldn't be able to take a third base?
I don't understand what you are saying right now
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On September 20 2011 13:22 Arisen wrote:Show nested quote +On September 20 2011 13:17 K3Nyy wrote:On September 20 2011 13:12 Arisen wrote:On September 20 2011 13:06 K3Nyy wrote:On September 20 2011 11:37 Arisen wrote:On September 20 2011 11:16 tuho12345 wrote:On September 20 2011 09:49 Arisen wrote:On September 20 2011 09:32 Jinivus wrote: I haven't watched them do that vs any good ZvPers. Well they have. Like I said, fucking combat-ex does it and he's horrible And seriously Idra is just horrible at vP so why you are citing his game in reference to what would work vs a top zerg is beyond me. IdrA loses a lot of games versus protoss because he lets them get 3 bases up with colossus/HT. It doesn't matter who you are, as a zerg you lose at that point unless the protoss fucks up. IdrA, however, has great unit control. Are you telling me that because it was idra playing that fucking infestor hydralisk shouldn't be able to beat just blink stalkers? Get the fuck out of here Stop telling us to fucking use carriers we want GSL protoss to be able to beat good people... I'm not telling you to use carriers. I'm telling you that SaSe who is a GSL protoss uses carriers and wins games with them versus good people That bold part is fucking bullshit. What's wrong with 3 bases protoss? There're thousands of Protoss has more than 5 bases and still lose to Zerg? Why? cuz infestor is too good for everything. Who need to make any other units than infestors if they have enough money anyway? Don't even bring IdrA in any discussion about balance, you knew that's all about whining and has zero ground to even bother to look at it. Link me the games where protoss isn't playing like shit and gets on 3-4 base in a decent position and loses to a zerg. What's wrong with 3 base protoss? Well, you see, protoss units are much more cost effective than zerg units. As zerg has weak air supperiority fighters (corrupters) so it has a hard time dealing with colossus, which destroys everyting extremely quickly on the ground. The only units that have enough armor/health to survive versus colossus, the roach and the ultralisk, are very poor at dealing with a developed protoss army of stalker/colossus. Infestors evened the playing field somewhat, but due to the high range of the protoss army and the blink mechanic, infestors are quickly sniped late game. Add in HT, Mothership and void rays and the ball gets even stronger. Also, the zergs cool "hook" is supposed to be how fast they replenish; however, due to the WG mechanic, you can sit on a 200/200 army with protoss and in 5 seconds have as many stalkers as you have gateways (a lot), actually much faster than a zerg; the 300 food push is actually stronger/faster for protoss. As a result, the zerg has to have a significant advantage going into late game or will pretty much die very easily to the protoss ball (for a long while some top protoss players didn't practice PvZ because they felt it was impossible to lose unless they did something stupid). The infestor is definitely strong midgame, but it has to be. If it isn't, zerg is left with a less powerful midgame than protoss and still gets dominated lategame. IdrA has a higher win rate vs Protoss recently than he does with Terran believe it or not. And that's with playing MC and Hero. He loses to a lot of random Terrans. He never loses to a random Protoss. yes he does, watch his stream, you can see him rage as he loses to random protoss every day. No he doesn't, at least not in tournaments. Ladder is completely different, I saw him leave a game vs zerg with a maxed army just because it was out of position. And if you don't think Protoss never loses to Zerg after being on 3 base, you're ridiculously wrong. Infestor Broodlord beats any maxed Protoss ground army. I'm going to keep coming back to this. Totally ignoring all the other ways protoss can pretty easily deal with BL/infestor (phoenix, mothership, etc)... COMBAT EX in his tiny little head has come up with a way to beat bl/infestor using just mass stalkers, and combat ex is horrible. So no, it does not.
.............are you serious? Combat ex does not play against Korean Zergs omfg this post makes me so sad...
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If the Zerg has BL + Infestor + supporting units like lings, mass blink stalkers will not beat it unless the Zerg miss micros.
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On September 20 2011 14:07 laharl23 wrote:Show nested quote +On September 20 2011 14:03 Arisen wrote:On September 20 2011 13:51 laharl23 wrote:On September 20 2011 12:31 Arisen wrote:On September 20 2011 05:49 Destructicon wrote: While I admire the original poster's attempt to inspire hope in the hearts of all the protoss players, the protoss community and all the protoss fans, I can't help but feel that these innovators, don't have anything to innovate upon and that our hopes will be dashed upon the rocks and will crumble to pieces.
I am going to try and say this cleanly and efficiently. The problem with protoss is not the lack of innovation, it is the lack of strength and the multitude of weaknesses that can be exploited.
This problem is most evident in the TvP match up and is grotesquely blown out of proportion by the 1/1/1 style of opening and variations.
Problem number 1 (P1). The protoss tier 1 and 1.5 is week against a basic tier 1.5 terran army without the use of specialist units (sentries, HT), or higher tech (colossis, HT). Marines do phenomenal DPS and in combination with Marauders are deadly because marauders can just kite zealots forever even with charge, and marauders also rip apart stalkers. This leads to problem number 2.
P2.Protoss specialist units are too easy to be countered and too expensive. Ghosts can EMP from a bigger range then a HT can feedback, EMP can potentially neutralize many HT and sentries while HT can only feedback 1 unit at a time. EMP also destroyes shields which in some cases means 50% of a protoss effective health. Ghosts contribute with real DPS even after their energy is spent, and they also do double damage against light (zealots). Ghosts with cloak can survive for a good time as well, which also puts into grave perspective problem number 3.
P3. Protoss don't have enough mobile detection, terran and zerg both have at least one more means of detection then a unit. Zerg has Overseers and Fungal growth, terran has EMP, Raven and scan. Not only do the terrans and zerg have more methods of detection, but their detector units also fulfill different roles and are stronger. The overseer can help with scouting via changeling and can also delay a critical tech or reinforcements with contaminate. Raven's provide invaluable support via point defense drone, and also have the potential to do massive damage with hunter seeker missile or harass a mineral line with auto-turrets. Lastly the detection of terran and protoss is more easily available, scans and EMPs are easy to get or already part of the terran arsenal, overseers are unlocked just by teching up to lair, and infestors are now part of many lineups.
Now, if you add up all the problems you get the following scenario. Against a terran 1/1/1 a protoss is forced to get a robo so he can have detection. Because of the lack of other detection methods the protoss becomes predictable, if he doesn't get a robotics for observers he risks dying to cloaked banshees. Also observers are easy to snipe, they have the lowest HP of any detector, and once a scan goes of they are dead. Now because protoss was forced to get robo they now have to add immortals to the army, and while great against tanks, the backbone of a 1/1/1 is the marine, and mass marines rip apart immortals, and once immortals are dead, the T1 protoss army crumbles.
Normally in balance of RTS games, if units are very cheep they should be a lot weaker (zerg), if units are more expensive they should be stronger (protoss), however, protoss T1 units are really not that good for the amount they cost, zealots and stalkers are way too weak without sentries, and against a 1/1/1 sentries don't help all that much because tanks have huge range, do massive damage, and there are also banshees that can mess them over.
This problem is put into sharp focus in games where, you see a terran not expand, you see the protoss fast expand at min 4, and at 12 minutes into the game the terran has a bigger supply army then the protoss. Its a problem in game balance that a 1 base player could have equal or more supply then a player on 2 bases for 66% of the game. What is even more wrong is that the 1 base player's army is so strong that it can annihilate the 2 base player's army.
Now, if we look away from the 1/1/1 and focus on the meta game, in a late game scenario the protoss doesn't stand much chance. A terran bio ball is cheaper to replenish, is more durable because of medivacs, and it does more DPS then the standard tier 1.5 of protoss. Protoss needs sentries and HT or colossis, however, sentries and HT are easily countered by ghosts, colossis are easily countered by vikings. In a head to head fight, the terran just needs to have the patience to emp the specialists, snipe the colossis with vikings, then the bio ball an just do the rest. Also warp prism micro with HT isn't so hot because they can be sniped by vikings, just the same way colossis are sniped. To rub salt onto the wounds, EMP also directly reduce survivability of protoss units by destroying shields.
Now I ask, where can you innovate in there? Protoss are already using 99% of their units, they use zealots, stalkers, sentries, HT, colossus, observer and warp prism. Protoss air force is weak, they Phoenix and Void rays are already easily countered by units the terran already gets, marines, vikings and ghosts. Carriers cost too much, take too much time to build and require too big numbers to be effective. Carriers in small number are easily sniped by vikings. Mothership is even worst because it can be EMPed from farther away then it can vortex, once EMPed it becomes a big meat shield waiting to die horribly to vikings and marines.
How can you innovate against a 1/1/1, when from the get go, you need to get a robo for detection? Also how can you innovate a build against the 1/1/1 when you risk creating a build that can completely counter the 1/1/1 but fail miserably to form of early pressure?
And, keep in mind that, terrans still haven't widely adopted the use of ravens and/or mass ravens. With patch 1.4 that might change because, seeker missiles will be able to outrun zealots even with charge, and stalkers and sentries and probles, and ravens also hard counter stalkers by reducing their DPS to 0 via PDD.
Against zerg the problems aren't quite as bad, but they aren't great either. The timings of 4 gates and 6 gates has been figured out. Protoss can't do 4 gate because it won't work, the zerg can prepare an appropriate defense while still having a 1 base advantage. If protoss chooses to fast expand into a 6 gate, the zerg can just take a quick 3rd, and can have defenses out in time for any form of protoss preasure. Air play can be easily countered by the proper and strategic placement of spore crawlers and building of extra queens (which zerg have already started doing). And if the protoss decides to not go air and go a 6 gate or robo+ a number of gates, then the zerg can still have an big enough army in time to defend against it, and still retain a 1 base advantage.
The recent game of Check.Prime vs Tails from IGN qualifiers is a good example of zerg being able to take a fast 3rd and come out ahead of a protoss FE. As for late game, infestors are a big double risk problem. Not only can they fungal the entire protoss army, but they can neural colossis, and/or archons. Fungal does respectable DPS, but more critically it leaves the protoss open to brood lords and baneling drops, both of which can do massive damage.
Again, carriers and motherships won't help, they still take too long to build, cost too much, are too vulnerable to corrupters, and worst, are vulnerable to neurals.
The only conclusion I can draw is that, protoss doesn't have anything to innovate upon, they are already using all their tools, and now that terran and zerg have started to fully use their tools the cracks are starting to show. I really wish I was wrong here but, it trully feels like it will take either a very big patch (1.4 won't cut it), or the expansion to fix the current protoss problems.
And while all this situation might really suck and demoralize a lot of players, lets have faith and remember that SC2 is only 1 year old, hopefully we will be looking back at this period in time and remember it was the darkness before the dusk, the calm before the storm. Change will come, even if Blizzard has to act. Maybe what you're saying about terran is indeed true, but I don't understand the sentiments on PvZ. There still comes a point where you can't kill a protoss army (imo). Maybe 6 gating and 4 gating aren't as viable as they once were, but you don't need them. Yes, zerg winrates are a lot better lately, but all those wins are coming from huge victories in the midgame. If protoss takes a third at a good time (not super greedy), they're in great shape. Lategame when you are responsible about feedbacks and focus infestors down, zergs still has still not found a way to kill a fully developed protoss army that is well controlled that I've seen. Also, I don't know why so many people refuse to use motherships. I watch kiwi and rsvp roll kids all the time with mothership. Vortex leaves you safe versus both corruptors and infestor NP (I've never seen NP actually work versus the mothership when the protoss knew how to use his mothership well( You make it sound like its so easy for protoss to take a 'safe, easy third'. For example, after forge expand, the typical response is fast 3 hatch. Basically the zerg can get a third base up so easy and get up to 50-60 drones really fast. After that is when you will be trying to take your third. Then theres a ton of stuff zerg can do to well.. basically kill you. Mass roach (losira style), infestor/ling with infested terrans, and many others. And once you are on 3 bases, if the game goes after that a 4th base is even harder to take. Maybe the protoss race isn't weak, but the maps just make the race feel weak due to extremely hard third bases on most maps to defend early on vs what I listed above. But then again I don't know if easy third bases would balance the game either. No, it's not super easy to take a third, and it shouldnt be, because once you do as protoss your probability of winning shoot WAY up So protosses shouldn't be able to take a third base? I don't understand what you are saying right now
Im saying it should be hard for protoss to secure a third base because once they do their late game kicks in and is quite a bit stronger than zergs; that is to say zerg needs to secure an advantage in the midgame (when protoss is on 2 base) to be able to do anything late game (when he is on 3 basee). If it was really easy to take a third then protoss would have a huge advantage over zerg
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On September 20 2011 13:53 GMonster wrote: MC doesn't practice so he gets knocked down to Code B. + everyone has caught on to his style. Pretty sure tyler got a lot of hate for saying he takes to many risks. Sometimes you win GSL championships, othertimes you get knocked out of GSL.
You do realize Tyler hasn't done anything in SC2, and he's also the guy who thinks 1 base Robotics is an answer to an 1-1-1 all-in, right?
I mean, pretending people like Tyler or CombatEX (lol?) are somehow comparable to MC or Alicia is pretty hilarious, but you probably should keep it to blogs or something.
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lmao at people suggesting CombatEX is anywhere near Korean Protosses.
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On September 20 2011 14:11 Benzzro wrote: If the Zerg has BL + Infestor + supporting units like lings, mass blink stalkers will not beat it unless the Zerg miss micros.
Well it does, because brood lord infestor is slow as shit. It's the same dynamic zerg players were using back when ZvZ was pretty much only roach infestor. If you go for brood lords I base race with you and I win the base race or you back off and I get to prepare corrupters while having dealt damage to you.
Also, who said Korean Zergs?
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On September 20 2011 14:13 dooraven wrote: lmao at people suggesting CombatEX is anywhere near Korean Protosses.
I don't think anyone has ever said that. I said that combat ex is horrible and still can beat broodlord infestor with blink stalkers.
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