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Protoss weakness...

Forum Index > SC2 General
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1 2 Next All
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
July 21 2007 03:38 GMT
#1
What differs toss from terran and zerg is the fact that it uses fewer, more powerful units.

Since unit power is directly effected by unit cost... toss units are significantly more expensive than other races. (especially first tier units).

This creates the problem of "loss of time". Meaning zerg $$ equal of 1 zealot is 4 lings, terran's is 2 marines. Yet both zerg an terran can build their forces in small groups as money flows in, but toss has to wait for the whole amount to collect to start making thing.

This little thing, if exploited with no mercy, becomes a serious problem, especially in PvZ.

So what are you thoughts of some kind of continuous building system (i.e. can start building at any time but it will only continue if there is enough funds), sort of like terran repair.

Possible implementations:

-- Race specific/unit specific (esp. for vital units like zealots, say can build half the zealot as soon as you get $50).

-- Some kind of upgrade system (perhaps unit/building specific upgrades).
taktak
Profile Joined August 2006
91 Posts
July 21 2007 03:42 GMT
#2
they already fixed the problem with no buildtime but cooldown for gates
Krzycho
Profile Joined July 2007
Poland442 Posts
Last Edited: 2007-07-21 03:44:01
July 21 2007 03:43 GMT
#3
Do you think that PvZ is IMBA?
Watch Bisu vs Savior
have fun
Reflex
Profile Joined March 2007
Canada703 Posts
July 21 2007 03:55 GMT
#4
I think that the fact that first tier Protoss units are that much more powerful than zerg or terran first tier units makes up "loss of time" factor.
Also, balanced maps help to even these factors out. By the time a small group of zerg or terran moves out across the map to their opponent's base, the Protoss will already have units to match.
The only drawback would be that it would take longer to launch an early attack with Protoss than the other races.
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
Last Edited: 2007-07-21 03:57:43
July 21 2007 03:56 GMT
#5
well, balancing issues can be fixed by creating maps that make a better gameplay, zerg does not do so well on islands and toss has problems with close bases maps.

you can take all zerg air units out and then be saying "you think zerg is weak? watch etc." yet the maps will be all only ground...

If you point is that map balance can even out race imbalance, your right. I think more propper way measuring balance is: balanced gameplay's on more variety of maps.
[X]Ken~D
Profile Joined June 2007
377 Posts
Last Edited: 2007-07-21 04:02:41
July 21 2007 04:02 GMT
#6
Protoss 'cheese' power is more compact than other races. They can deal tons of damage with very little units with Reavers, Dark Templar, or High Templars.

Even fighting against high damage, high HP units like early mass zealots are quite annoying when attacked unprepared. It feels like they live forever when you're using workers + few lings or marines to defend.
Smoov
Profile Joined May 2007
United States37 Posts
July 21 2007 04:09 GMT
#7
I think being able to drop and then warp in right after is a good start :D It will be alot harder to contain protoss. Also opens up the door for some serious counterattacks and some pretty nifty cheese builds.

Also, the phase cannons will help alot as well. No more throwing cannons in the front and the back of the base because u dont know what build the opponent is going for. You'll be able to save time and money because with phase cannons you can just throw a few in the front and if u find out air is coming move them to the back. Less money on cannons means more money for units. Toss openings can be alot more aggressive because of the flexibility they'll have in their defense.
[X]Ken~D
Profile Joined June 2007
377 Posts
July 21 2007 04:16 GMT
#8
Also in PvT, the roles are reverse where Terran uses fewer, more powerful units.
teh leet newb
Profile Blog Joined January 2005
United States1999 Posts
July 21 2007 04:21 GMT
#9
Yeah, I'm really excited to play Toss in SC2. So many cool units and abilities!
"The best argument against democracy is a five-minute conversation with the average voter." - Winston Churchill
DOgMeAt
Profile Joined August 2005
Czech Republic142 Posts
July 21 2007 04:23 GMT
#10
another stupid topic
Ban Baal
lololol
Profile Joined February 2006
5198 Posts
July 21 2007 04:29 GMT
#11
50 minerals difference is an advantage? That's like 2 seconds of mining and gates build in 60 seconds, while Barrax/Pool take 80, if anything toss has the advantage, not the opposite, and 90% of the units take more than 50 minerals, so they should all be built in parts? What a bunch of nonsense...
I'll call Nada.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2007-07-21 07:40:35
July 21 2007 07:39 GMT
#12
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.
..and then I would, ya know, check em'. (Aka SpoR)
mahnini
Profile Blog Joined October 2005
United States6862 Posts
July 21 2007 07:58 GMT
#13
We had a discussion about a possible new Protoss production method, it's a bit confusing at first but when you understand it, it kicks ass.
http://www.teamliquid.net/forum/viewmessage.php?currentpage=1&topic_id=53633
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
XCetron
Profile Joined November 2006
5226 Posts
July 21 2007 08:21 GMT
#14
But once protoss gets like 10+ carriers its a bit hard to kill them.
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 21 2007 09:52 GMT
#15
On July 21 2007 13:16 [X]Ken~D wrote:
Also in PvT, the roles are reverse where Terran uses fewer, more powerful units.


But vultures build 25 % faster than goons or zealots... which brings us to the quote from that old terran v p guide that said it didnt matter how many expos the Protoss has, as long as you take out his army he'll die.

The first post has a valid point. I think in BW it was usually balanced in other ways. SC2 has a new way to balance at least late game, as mentioned, in the warp gate. Probably, the gateways will build faster than other race equivalents again so as to help Protoss early game.

The biggest problem I see with building a zealot at 50 minerals is just the inconsistency with the rest of the game... it would throw off your quick math stuff when seeing how many units to build.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
July 21 2007 10:35 GMT
#16
On July 21 2007 16:58 mahnini wrote:
We had a discussion about a possible new Protoss production method, it's a bit confusing at first but when you understand it, it kicks ass.
http://www.teamliquid.net/forum/viewmessage.php?currentpage=1&topic_id=53633

yeah I love the new production method! >_<
Oh no
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
July 21 2007 10:36 GMT
#17
are you saying that you build have a zealot, like half the life and half attack or what? because thered the no point to having half a zealot in a gateway, they would have to have a new function to resume the build.
XCetron
Profile Joined November 2006
5226 Posts
July 21 2007 10:42 GMT
#18
On July 21 2007 19:36 il0seonpurpose wrote:
are you saying that you build have a zealot, like half the life and half attack or what? because thered the no point to having half a zealot in a gateway, they would have to have a new function to resume the build.


Maybe he meant like in C&C Red Alert 2 style I think, where you build something and it eats up resources as its building and if you dont have enough resources for it to complete it just sit there until you do.
fuglyfrog
Profile Joined July 2007
United States521 Posts
July 21 2007 10:44 GMT
#19
On July 21 2007 16:39 CharlieMurphy wrote:
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.


I thought there was just a cool down for the building itself, so it's the same cool down for every unit, and then, when you warp in a unit, the warping time differs depending on the unit?
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2007-07-21 13:58:51
July 21 2007 13:53 GMT
#20
On July 21 2007 19:44 fuglyfrog wrote:
Show nested quote +
On July 21 2007 16:39 CharlieMurphy wrote:
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.


I thought there was just a cool down for the building itself, so it's the same cool down for every unit, and then, when you warp in a unit, the warping time differs depending on the unit?


fugly is correct, 30 seconds for a unit regardless of immortal, zealot, or stalker according to german mag
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