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Funnily enough that some T and Z players came here just to not agree with Protoss QQ or protect their races.
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i dont know if it has been discussed already or not but blizzard tries to make every unit somewhat useable...what about the carrier?! yea its a good unit and does lots of damage but why is it not used at all ( at least in gsl and big tourneys that is) it seems like the whole carrier tech is useless because terran already has vikings against colossus and if you go hts they still have marines and ghosts -.-
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I feel like there's a good deal of people looking at the problem from a very wrong angle here.
Two sentries have gas cost equivalent to 8 roaches, 8 marauders or a colossus, etc (200). A fully saturated base gives you 228gas/minute, so every 2 sentries or 4 stalkers you force the P to make, you have his tech delayed by a minute.
If you look at something like Colossus against Hydra - how cost-efficient the army trading is for P at that tier, or Void against Roach one could conclude pretty safely that gateway units are something protoss players don't want to stay on any longer than they absolutely have to.
Remember the HuK's PvT game on Dreamhack Valencia? The one where he went mass gateway ball sentry/stalker to attempt to punish the terran FE. He was all-in the second he produced those units. As he pulled back, the game was over.
As a protoss I'm always looking ways to cut back on sentries and stalkers throughout the game, to get some better units out faster, and to lead the tech. It's fun to roast 10 hydras to burn 500 gas from a zerg with colossus, rather than to have sentries and stalkers burned with hydra ling with sickeningly cost inefficient engagements. Or infestor ling for that matter.
This is why protoss prefers to play extremely passively in the early game. The only "innovation" that we are looking for either has us faster on more geysers, or has us somehow utilize zealots better to save more gas for a faster tech in the early- and early midgame. There's nothing else to innovate with. Nobody cares for a mothership or carrier, as they don't answer to any of the problems.
Considering all this, why would a terran ever 1rax FE against toss anyways, as their bioball is their core dps throughout the game? Doesn't lead you guys in a horrible midgame trying to counter Colossi with Vikings and Marauders and then running into HT and Chargelot transition that came up that much faster?
Same for zergs. On ladder I can get away with so greedy play, things like 1 sentry 3 zealot nexus, and then get badmannered as I amove my deathball 4 minutes earlier. :D
Against good zergs and terrans who know how to abuse the cost of building gateway units, it becomes a completely different story. And all it takes is to make units early, and pressure early, pull back and macro behind it. P doesn't dictate the game anymore at all, P has to react, and typically it starts spiraling down the slope of having to resupply inefficient gateway ball all game long.
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On September 20 2011 18:18 MrProb wrote:Show nested quote +On September 20 2011 17:51 necrimanci wrote: races are fine - maps are broken read something here and watch some games before post =)
or you could assume that the game is fine but maps are broken. All we need are defensive maps that provide a vide variety of harassment options, so you cant just turtle mindlessly, no? Will force macro games, will force harass-based play, will force multitasking, will provide more safe openings, will make the game more enjoyable to watch and will stop the shitty stagnation based off 1a2a3a one army play
also, riveting argument, o'bard - if only everyone were as witty as you and propose reading a forum full of imba-cryers and game spectating as a first step to posting
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On September 20 2011 21:13 necrimanci wrote:Show nested quote +On September 20 2011 18:18 MrProb wrote:On September 20 2011 17:51 necrimanci wrote: races are fine - maps are broken read something here and watch some games before post =) or you could assume that the game is fine but maps are broken. All we need are defensive maps that provide a vide variety of harassment options, so you cant just turtle mindlessly, no? Will force macro games, will force harass-based play, will force multitasking, will provide more safe openings, will make the game more enjoyable to watch and will stop the shitty stagnation based off 1a2a3a one army play also, riveting argument, o'bard - if only everyone were as witty as you and propose reading a forum full of imba-cryers and game spectating as a first step to posting
yeah would be interesting to see what would happen to the "metagame". would be interesting to be able to forge expand in nearly all pvzs...cant see it happening :-/
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it WILL happen if the community will allow for such maps to be created, published and selected for tournament play
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On September 20 2011 13:06 K3Nyy wrote:Show nested quote +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.
And yet, he stills hates protoss the most for some twisted reason (maybe a carryover from playing terran in BW?). And his legions of mindless followers parrot everything he says- "protoss players are dumb herp derp, protoss is EZ mode herp derp." Even if he was winning 100% against toss he'll still keep doing that. That's pretty much why I'm no longer a fan of his to be honest.
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On September 20 2011 21:13 necrimanci wrote:Show nested quote +On September 20 2011 18:18 MrProb wrote:On September 20 2011 17:51 necrimanci wrote: races are fine - maps are broken read something here and watch some games before post =) or you could assume that the game is fine but maps are broken. All we need are defensive maps that provide a vide variety of harassment options, so you cant just turtle mindlessly, no? Will force macro games, will force harass-based play, will force multitasking, will provide more safe openings, will make the game more enjoyable to watch and will stop the shitty stagnation based off 1a2a3a one army play also, riveting argument, o'bard - if only everyone were as witty as you and propose reading a forum full of imba-cryers and game spectating as a first step to posting
What are you talking about? You don't want people to turtle.. but you want macro games. You want a 'defensive map' but you want to force multitasking and harassment. You're basically contradicting yourself, not to mention including things that are totally unrelated to the map like units all on 1 group. Explain a map design that somehow includes all of this with zero changes to the rest of the game.
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Vatican City State334 Posts
The "use more warp prisms" thing really is the new nydus worm. Anyways, just watching Terrans use some Ravens makes me ask why they have auto-turrets when the race clearly doesn't need them. A Protoss version of auto-turrets would be great as an ability for warp prisms in the expansion. You could drop them in a mineral line without worrying about diminishing your already small army early on in the game and they last ages, forcing your opponent to split their army at least a little bit.
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On September 20 2011 21:46 AnalThermometer wrote: The "use more warp prisms" thing really is the new nydus worm. Anyways, just watching Terrans use some Ravens makes me ask why they have auto-turrets when the race clearly doesn't need them. A Protoss version of auto-turrets would be great as an ability for warp prisms in the expansion. You could drop them in a mineral line without worrying about diminishing your already small army early on in the game and they last ages, forcing your opponent to split their army at least a little bit.
Its funny huh ? cc can upgrade and have 3 cool abilities : instant 100minerals(depot), scan anywhere and the imba mule.
they also have air transportation that can heals.
their detection can also research for some defensive purposes or offensive purposes.
their caster also comes equip with EMP rounds.A skill that does instant AOE dmg against protoss other than its main purpose.
STIM, arguably the best skill ever in starcraft universe.
Protoss air transportation? warp prism ? research speed LOL !
Protoss detector Observer ? research speed LOL ! (altho i think observer is one of the best unit in SC + cost effective)
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gsl spoiler: + Show Spoiler +please, please, please do never mention Puzzle in this thread anymore. Walling in you own Immortal, wasting 5 forcefields for nothing, forgeting a pylong at 26 supply and 4gating is just so bad, I cant find proper words for it^^
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On September 20 2011 22:04 Zeon0 wrote:gsl spoiler: + Show Spoiler +please, please, please do never mention Puzzle in this thread anymore. Walling in you own Immortal, wasting 5 forcefields for nothing, forgeting a pylong at 26 supply and 4gating is just so bad, I cant find proper words for it^^
Common sense spoiler + Show Spoiler +One game doesn't make you a bad player. He clearly wasn't playing at his normal level.
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On September 20 2011 20:33 Xaeldaren wrote: There are a few problems with Protoss that the other races can easily exploit.
The main one as I see it is that Protoss units are the most expensive in the game and by virtue of that tend to always be outnumbered. Gateway units simply do not have enough numbers or power by themselves to adequately fight the armies of the other races.
Zerg has the worst units in the game but compensate for this by always having numerical superiority, map vision and counter attack options. A Roach will never beat a Stalker but at they can easily out number them.
Terran has some of the most cost efficient units in the game. Just look at the Marine. A Stalker costs 125/50 and yet just two Marines at 100/0 have double the dps (14 compared 6.9 vs non-armoured targets, 20 if you count stim). There's an even more stark comparison to be made between the Marauder and the Stalker. Though they fulfil generally the same role (anti-armour) and have relatively even costs (a Marauder is 25/25 less at 100/25) there is no comparing a Marauder to a Stalker in terms of raw damage. The Marauder is significantly more powerful - 13.4 dps (an incredible 23.4 when stimmed) versus the Stalker's 9.7 dps versus armoured targets.
This forces the Protoss to rely on other more powerful units to compensate for the weakness of their main army. The best example of this is the Colossus, which is extraordinarily powerful. The problem here is that the Colossus is easily countered - mass Vikings (and to a lesser extent Corruptors) can render a Colossus completely useless, thus forcing the Protoss to fight on (un)equal ground.
Another problem that many are aware of is the lack of a truly viable unit for harassment purposes and this is one of main reasons why Protoss are struggling versus Zerg. The main units usually cited are Phoenixes and Dark Templar. Neither of these are particularly appealing options as they force you down alternatively (and costly) tech paths that can significantly lower the strength of your main army. They're also relatively easily countered. The recent changes to the Warp Prism should help though it still requires you to occupy your most important production structure for 50 seconds). Blizzard have stated they're aware of this and perhaps will introduce such a unit in HOTS.
Full disclosure - I'm a gold league Protoss player so I'm very open to being entirely wrong on everything I've said here, but I've tried to present my perspective as free from bias as possible.
Roaches do beat stalkers btw lol. Give them both 2/2 upgrades and lock the stalkers in place with fungal and stalkers are helpless against roaches which are nearly half the cost. In the typical deathball they're basically a big meat shield for colossi that also do good damage only because of the range superiority in huge numbers. Having 200/200 roach with some infestors barrel down on your 110 supply stalker army is never fun.
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On September 20 2011 14:52 Soulish wrote: I'm only in diamond so take my words with a grain of salt, but I have zero problems in pvz. In fact, it's my best mu I feel. What not many people realize is that high Templar are just good against every single Zerg unit. It deals a ton of damage to the slow bl,feedbacks the infestor, and are very good against swarms especially. When I see a zerg going infestors, which is like everypvz, I don't even other going colossus tech, and I'll just mass ht. Seriously, try it sometime. It makes infesters ezpz.
They can just as easily go roach infestor and bully you, deny your third, while massing bases and teching up to broodlords. HT blow against 3 speed 145 HP units who can also regen and get out of forcefields.
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On September 20 2011 12:09 VTPerfect 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. Well i'll be, quite the high level understanding of the game and refreshing when people keep saying a zealot beats 4 lings.
I don't post much around here but I'd like to throw in my 2 cents on the issue.
I rarely play Protoss on the ladder, I'm more of an alternating Terran/Zerg player. While Terran in TvP, I've never done the 1/1/1 all in. I just don't feel like learning a strategy that's highly anticipated by the opponent, and I'd rather work on mechanics and play macro games anyway. (Btw, I'm high diamond/low masters, will probably be back in Masters this week).
One thing I never see anyone mention defending the 1/1/1... Cannons. OP makes an argument that you get pigeon holed into making a robotics for detection... cannons take care of this. If you expand and take 1 gas, you'll also have enough for warp and a handful of stalkers, but the majority of your defense should come from zealots and cannons. I've been 1/1/1'd multiple times while Protoss, and cannons were a huge part of my hold.
As for macro games and mauraders... I honestly don't see what players are complaining about. This is where I get frustrated listening to Protoss players. I've played against many Protoss that have learned you need to flank the army with a ball of chargelots to take out that kiting bioball. Use a damn warp prism. It's not that difficult. And if you're pumping attack and armor upgrades the EMP's become worthless against huge spread out Protoss armies with archons and lossus. Army position is important for Terran, so why shouldn't it be for Protoss?
I think if anything could use a buff for Protoss, it's hallucination. I think it costs way too much energy for a unit that barely survives in the later game.
As for ZvP, there's nothing to mention. The Infestor is the best unit in the game, and is a pivotal unit in all 3 matchups for Zerg. Something needs to be done about that unit. See the game 1 of MMA vs DRG in the IPL qualifier to see what I'm talking about.
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On September 20 2011 15:37 Arisen wrote:Show nested quote +On September 20 2011 15:02 MrProb wrote:On September 20 2011 14:24 Arisen wrote:On September 20 2011 14:20 Zombie_Velociraptor wrote:On September 20 2011 14:16 Arisen wrote: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. You know, I can win with 4-gates only in Bronze League. I think Protoss players should just learn to 4-gate properly and their win rates will be fine again. ... He's in GM league? Lets look past that example. I was using combat ex to show that even extremely bad players can pretty easily deal with zerg lategame. Lets take a well liked player; a very good player. Kiwikaki. Kiwi gets out a mothership, vortexes your shit and wins the game. That's just how it happens. I don't think I've ever seen him lose after a mothership was out. Beyond that, I've seen him (and many others) win with straight up with straight up colossus/ht/blink (usually games that go to this stage go to the protoss), HerO uses WP's, SaSe uses carriers, lots of people use phoenix...how many ways do you want to crush infestor/broodlord? Are u idra in disguise ? He said combat ex is terrible, yet, he uses him as a referrence/example like what combat ex does would work nicely in high lv tournament. Just because the player isn't amazing does that mean the strategy is shit? Was Daezang as good as bisu? No, but he created the build Bisu became famous for. Jaedong and savior were using 5 hatch hydra>muta almost a year before it became a mainstay of the matchup sparingly. The best players don't use the best builds all the time. The blink stalker basetrade scenario makes perfect sense for the protoss as the slow nature of infestor/BL makes the zerg choose between agressiveness and passivity and the blink stalkers huge mobility allows them to quickly snipe tech/hatches and get out. Zerg players have been using the same logic against BL's for a long time in ZvZ. Protoss players don't want to try new stuff out; they want their old stuff to win all the time again.
I saw some of Combatex's games, and when Destiny decided to pressure in midgame with roach infestor, him trying to base race didn't work out so hot.
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On September 20 2011 22:01 MrProb wrote:Show nested quote +On September 20 2011 21:46 AnalThermometer wrote: The "use more warp prisms" thing really is the new nydus worm. Anyways, just watching Terrans use some Ravens makes me ask why they have auto-turrets when the race clearly doesn't need them. A Protoss version of auto-turrets would be great as an ability for warp prisms in the expansion. You could drop them in a mineral line without worrying about diminishing your already small army early on in the game and they last ages, forcing your opponent to split their army at least a little bit.
Its funny huh ? cc can upgrade and have 3 cool abilities : instant 100minerals(depot), scan anywhere and the imba mule. they also have air transportation that can heals. their detection can also research for some defensive purposes or offensive purposes. their caster also comes equip with EMP rounds.A skill that does instant AOE dmg against protoss other than its main purpose. STIM, arguably the best skill ever in starcraft universe. Protoss air transportation? warp prism ? research speed LOL ! Protoss detector Observer ? research speed LOL ! (altho i think observer is one of the best unit in SC + cost effective)
Really? I'm not going to get into the whole race vs race debate but protoss has chronoboost which can be used on any unit or upgrade. Plus warpgate is very arguably the best upgrade (not stim) in the game. I strongly believe that protoss have just become complacent in their strategies because they worked so well for months. Now that T/Z are finally adapting (bringing back 1-1-1, yes it is an old build and protoss figured out how to beat it before...) they are reluctant to deviate from outdated styles and builds. I'm not saying protoss isn't weak atm (at least at the pro level) but I just think the average toss user needs to experiment some more before crying for blizz fixes.
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cannon'll be crushed by siege tank everytime man...
Really? I'm not going to get into the whole race vs race debate but protoss has chronoboost which can be used on any unit or upgrade. Plus warpgate is very arguably the best upgrade (not stim) in the game. I strongly believe that protoss have just become complacent in their strategies because they worked so well for months. Now that T/Z are finally adapting (bringing back 1-1-1, yes it is an old build and protoss figured out how to beat it before...) they are reluctant to deviate from outdated styles and builds. I'm not saying protoss isn't weak atm (at least at the pro level) but I just think the average toss user needs to experiment some more before crying for blizz fixes.
Seriusly... i'm tired to read thing like this... go to a krean PRO player that WORKS on this game and tell him "experiment before cry"! He play 16h/day.. go to tell him!
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On September 20 2011 20:05 WeaVerPrime wrote:Show nested quote +On September 20 2011 18:35 Red Alert 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. ctrl+F "warp gates", nothing. You are omitting the most important part of this discussion. Your units are cost ineffective against terran because warp gate production is so much better than barracks production - on site warp in + unit first, cooldown later means that you are around 2 production cycles ahead of the terran at any given engagement point. And don't give me anything about reactors...1 reactor barracks = 200/50, pumps out 100 minerals of units at almost the same rate as your 150/0 warp gate and they have to walk. Also, don't get me wrong here - I am not saying the matchup is balanced or imbalanced in favor of protoss or whatever, just that warp gates need to be changed if protoss t1 is to receive any buffs. You forgot a thing man, that the terran "base"units wreack the protoss "gate" units. You cannot watch only the time of production of barracks and warp without take a look to the effectiveness. Your point of view can be right only if i could warp marine/marauder by my gate...
Isn't the guy just noting how warpgate necessitates protoss units to be beefy but low in damage output? While terran units are produced less quickly + walk distance but 'rape'. He's not whining about anything.
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GSL Spoiler+ Show Spoiler +Today another protoss hero has fallen, in his group with 3 terrans Puzzle went out 0-2.
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