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Warp prism speed buff, test map. 5.28.2013 - Page 26

Forum Index > SC2 General
1346 CommentsPost a Reply
Prev 1 24 25 26 27 28 68 Next
Entteri
Profile Joined August 2011
Finland108 Posts
May 28 2013 22:56 GMT
#501
Prism 4gate how did i miss you.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 28 2013 22:56 GMT
#502
On May 29 2013 07:53 WindCalibur wrote:
Show nested quote +
On May 29 2013 07:47 Mohdoo wrote:
On May 29 2013 07:44 TeeTS wrote:
On May 29 2013 07:41 Mohdoo wrote:
Mutas, Medivacs, Warp prisms. Each race with a good harassment and other secondary forms. Right now, P just doesn't have nearly what the other races have.


Yeah, let's forget about those Oracles. 2hitting a worker with an insane movement and attack speed is just too bad.


The 3 things I mentioned are able to be used despite static defense, which does not fit the oracle or banshee. Its a very hit or miss unit, whereas lots of mutas, lots of medivacs, or big warp prism warp ins are pretty much guaranteed effective in most situations.


What are you talking about? Check out hero(CJ entus one) vs BoGuS in proleague. One oracle can reveal and poke at gas mining scvs or building scvs despite the presence of a turret.

And news flash: this patch isn't bringing in the new unit called the warp prism, it is buffing it. Protoss already have options to harass using the warp prism, and the question is whether giving protoss this option while the race itself is advantageous late game is a good idea or not.

Essentially, you are buffing a race so it is not only strong late game, but strong early game as well...


I second this comment. Protoss lategame already has speed prisms while immortal all ins don't use prisms for their mobility. The only thing this changes is when protoss want to turtle while teching colossus, they can now leave their base with a squad of units to harass.
Hark, what baseball through yonder window breaks?
p1cKLes
Profile Joined November 2010
United States342 Posts
May 28 2013 22:57 GMT
#503
Anything that promotes smaller and more frequent engagements rather than deathball play, I’m all for.
sitromit
Profile Joined June 2011
7051 Posts
May 28 2013 22:57 GMT
#504
On May 29 2013 07:41 Adonminus wrote:
Show nested quote +
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 28 2013 23:01 GMT
#505
On May 29 2013 07:57 sitromit wrote:
Show nested quote +
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.


2 hellbats does wipe out a mineral line in 2-3 attacks. The same is not true for a protoss player warping in sentries...
Hark, what baseball through yonder window breaks?
Adonminus
Profile Joined January 2012
Israel543 Posts
May 28 2013 23:05 GMT
#506
On May 29 2013 07:57 sitromit wrote:
Show nested quote +
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.

You're now giving me evil ideas. lol

I guess we'll wait and see how it turns out.
Antylamon
Profile Joined March 2011
United States1981 Posts
May 28 2013 23:06 GMT
#507
On May 29 2013 08:05 Adonminus wrote:
Show nested quote +
On May 29 2013 07:57 sitromit wrote:
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.

You're now giving me evil ideas. lol

I guess we'll wait and see how it turns out.

Counter: Medivacs

Be sure to warp in Stalkers in order to counter the counter.
p1cKLes
Profile Joined November 2010
United States342 Posts
May 28 2013 23:06 GMT
#508
On May 29 2013 07:57 sitromit wrote:
Show nested quote +
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.



But that can happen now, right? Speed doesn't necessarily change that? Other than it gets there a little earlier.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-05-28 23:28:38
May 28 2013 23:07 GMT
#509
Stuuuuupid.
Either increase the medivac Afterburners ability cooldown or (better) do something like make Pneumatised Carapace make overlords move at 2.95 speed or something so all races have faster dropships available, then sure, make Warp Prisms faster by default.
Myaahahaarrrr, don't like this.
Oracle buff idea was worse though, making it easier for worse players to keep them alive when they already have 160 life anyway.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 28 2013 23:08 GMT
#510
On May 29 2013 08:06 p1cKLes wrote:
Show nested quote +
On May 29 2013 07:57 sitromit wrote:
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.



But that can happen now, right? Speed doesn't necessarily change that? Other than it gets there a little earlier.


Doesn't really get there earlier--the hard part is mining the 400-600 gas needed to make enough sentries to "forcefield" the ramp while having enough forcefields to manage the main (if it has units defending) or to even just stop workers from running away from slow zealots. If you make stalkers instead the rush is delayed as you're now making stalkers and sentries while teching to robo.

It does make escaping easier--which I approve of since it makes the attack less risky.
Hark, what baseball through yonder window breaks?
Adonminus
Profile Joined January 2012
Israel543 Posts
May 28 2013 23:09 GMT
#511
On May 29 2013 08:06 Antylamon wrote:
Show nested quote +
On May 29 2013 08:05 Adonminus wrote:
On May 29 2013 07:57 sitromit wrote:
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.

You're now giving me evil ideas. lol

I guess we'll wait and see how it turns out.

Counter: Medivacs

Be sure to warp in Stalkers in order to counter the counter.

What about before medievacs? And what about zerg... zerg is always forgotten.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 28 2013 23:10 GMT
#512
On May 29 2013 08:07 Fuchsteufelswild wrote:
Stuuuuupid.
Either increase the medivac Afterburners ability cooldown or (better) do something like make Pneumatised Carapace make overlords move at 2.95 speed or something so all races have faster dropships available, then sure, make Warp Prisms faster by default.
Myaahahaarrrr, don't like this.
Oracle buff is worse though, making it easier for worse players to keep them alive when they already have 160 life anyway.


Wait--the race who have creep spread and 0 supply spotters is upset that dropships are fast?
Hark, what baseball through yonder window breaks?
Steel
Profile Blog Joined April 2010
Japan2283 Posts
Last Edited: 2013-05-28 23:12:04
May 28 2013 23:10 GMT
#513
Sure I think this might be a good change. I'm a Zerg player and I agree that protoss needs something in the midgame to keep the zerg in check. Still, I think some protoss all ins are bullshit and they are pretty much unbeatable in the late game. I wish Blizzard did something about that so that zerg could effectively play defensive and go for much longer games. I don't want it to be overpowered like broodlord infestor, but it should be viable. It is for the other races. Zerg is really strong because tech switches are really strong and can give you a huge advantage, but protoss can scout so easily. If the Zerg doesn't overwhelm protoss using tech switches, it really doesn't look good though. It's rare that zerg wins in these really late game scenarios, but it happens, often in crazy base-trade scenarios.

Ya, it's a good change, but they are other unaddressed problems in the match up.
Try another route paperboy.
Xahhk
Profile Joined April 2010
Canada540 Posts
May 28 2013 23:10 GMT
#514
On May 29 2013 08:07 Fuchsteufelswild wrote:
Stuuuuupid.
Either increase the medivac Afterburners ability cooldown or (better) do something like make Pneumatised Carapace make overlords move at 2.95 speed or something so all races have faster dropships available, then sure, make Warp Prisms faster by default.
Myaahahaarrrr, don't like this.
Oracle buff is worse though, making it easier for worse players to keep them alive when they already have 160 life anyway.


Mutalisks? Buffed to 4+ speed? Plus regen?

Fast Prism + Fast Oracle finally provides that early mid to late game 'oomf' harassment that can be very reliable.

Littlesheep
Profile Joined August 2012
Canada217 Posts
May 28 2013 23:12 GMT
#515
Make the warp prism field bigger also.
pro toez
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 28 2013 23:15 GMT
#516
On May 29 2013 08:09 Adonminus wrote:
Show nested quote +
On May 29 2013 08:06 Antylamon wrote:
On May 29 2013 08:05 Adonminus wrote:
On May 29 2013 07:57 sitromit wrote:
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.

You're now giving me evil ideas. lol

I guess we'll wait and see how it turns out.

Counter: Medivacs

Be sure to warp in Stalkers in order to counter the counter.

What about before medievacs? And what about zerg... zerg is always forgotten.


Robo+3 sentries (minimum for the strat) is 400 gas and comes with zero support...

Medivac is 300 gas... (Factory, Starport, Medivac)

I don't see what you're talking about?
Hark, what baseball through yonder window breaks?
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-05-28 23:20:09
May 28 2013 23:15 GMT
#517
On May 29 2013 08:10 Thieving Magpie wrote:

Wait--the race who have creep spread and 0 supply spotters is upset that dropships are fast?

On May 29 2013 08:10 Xahhk wrote:
Show nested quote +
On May 29 2013 08:07 Fuchsteufelswild wrote:
Stuuuuupid.
Either increase the medivac Afterburners ability cooldown or (better) do something like make Pneumatised Carapace make overlords move at 2.95 speed or something so all races have faster dropships available, then sure, make Warp Prisms faster by default.
Myaahahaarrrr, don't like this.
Oracle buff is worse though, making it easier for worse players to keep them alive when they already have 160 life anyway.


Mutalisks? Buffed to 4+ speed? Plus regen?

Fast Prism + Fast Oracle finally provides that early mid to late game 'oomf' harassment that can be very reliable.



Oh no, that's all great, I know, but I'm just thinking drops compared to drops, or else nydus compared to drops (also transports units). It's a different playstyle, I'm not saying mutalisks aren't reeeally good right now.

Also I think the frequency at which medivacs can use Ignite Afterburners is a problem, not the actual speed, more for protoss rather than zerg.
I think hellbats being able to be healed by medivacs is much more annoying and questionable though, or at least for zerg.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
inky
Profile Joined August 2010
Canada36 Posts
May 28 2013 23:15 GMT
#518
I don't really like this buff, and I don't think it'll work out. Speed prism and two immortals gonna be rough to deal with in all matchups.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 28 2013 23:17 GMT
#519
On May 29 2013 08:01 Thieving Magpie wrote:
Show nested quote +
On May 29 2013 07:57 sitromit wrote:
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.


2 hellbats does wipe out a mineral line in 2-3 attacks. The same is not true for a protoss player warping in sentries...

Sure, its just takes like 200 gas to forcefield twice and then 400 minerals to deal with the mineral line in a reasonable period of time. I mean, the cost of Hellbats is way more.....wait...fuck.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
AKomrade
Profile Blog Joined March 2010
United States582 Posts
May 28 2013 23:17 GMT
#520
On May 29 2013 07:57 sitromit wrote:
Show nested quote +
On May 29 2013 07:41 Adonminus wrote:
On May 29 2013 07:37 archwaykitten wrote:
I don't like this idea. I love using speed warp prisms, but I like having to upgrade them first because it makes me feel more unique when I have to go out of my way to get them.

Also, the upgrade is already cheap and the infrastructure to get it is already in place in every long game. This buff will do almost nothing to help in long games. Removing research as a prerequisite is really only going to help out with timings in the early game, and that is one area in which Protoss already excels.

There are 2 problems which delay as from getting speed warp prisms:
1) We have to fully commit to robo tech by getting robo bay and researching speed.
2) We lose valuable time on robo which could have been colossi since we already got robo bay.
This would solve those 2 problems, also note that speed prisms is stronger with the twilight tech lab having high templars, dark templars or chargelots are extremly strong with speed prism, but we usually can't get them until late game since we need the full robo tech path.
Also the timings with speed prism, I think it'll be more similar to hellbat drop, you commit to a very fast drop but it doesn't end the game, just damages the enemy enough to get economical advantage.

The difference is that a Terran who drops Hellbats can't forcefield your main, and can't reinforce those Hellbats with more warp ins.

Or turn hellbats into a Thor.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
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