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Sweden33719 Posts
This thread is intended for discussion of the confirmed Protoss units, keeping in mind that at this point nothing is final, and a unit currently in the game might very well be cut next week. Nevertheless, this thread will try to keep track of them in as up to date a fashion as possible. Any discussion pertaining to these units should go in here. Unless you have a very good reason for opening a seperate topic on the subject, post your thoughts in here to avoid clutter.
Confirmed Protoss Units
Units:
Probe Zealot Stalker Immortal Dark Templar Twilight Archon High Templar Nullifier
Colossus Phase Prism Observer
Phoenix Warp Pray Carrier Mothership
Buildings Gateway/Warpgate Stargate Assimilator Cybernetics core Dark Obelisk Fleet Beacon Forge Phase Cannon Pylon Robotics Facility Robotics Support bay Nexus Null Circuit (observatory) Templar Archives Twilight Council
Protoss tech-tree as of Blizzcon 2007
(NOTE: This tech tree is not from the most current game build, parts of it may have become outdated)
Unit stats (from Leipzig, late august)
Thanks to Chodorkovskiy for re-uploading them.
Please keep all general discussion, opinions, ideas and so on for the Protoss units, in this thread. Individual threads on the subject will be tolerated, but you must have a good reason for creating one, and a very high quality first post is expected. That is, do not create a topic consisting of a poll asking "Should the Mothership be unique? Yes/No/I like turtles".
Keep it civil and follow the SC2 guidelines!
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I've been typing up a very long post about relational balance and how that would affect units like the Mothership. Would that be a tolerated thread?
Just to make this post non-worthless, I think it might be fun for the "Twilight Archons" to come in three different modes depending upon how they're made. Sort of think of it like a siege tank's siege mode, but static once chosen. The first mode should be if you make an Archon with two DT. The second mode is with two HT. The third is with one HT and one DT. Each mode would be significantly different from the others, but would still be considered the same fundamental unit.
A fourth, ultimate Archon could perhaps be created as well by giving an upgrade button with the difference in resources. An example based on BW costs:
DT+DT Archon costs 250m and 200g, so it needs 100 gas to upgrade to the final Archon.
DT+HT Archon costs 175m and 250g, so it needs 75 minerals and 50 gas to upgrade to the final Archon.
HT+HT Archon costs 100m and 300g, so it needs 150 minerals to upgrade to the final Archon.
Though that idea could easily be unnecessary and too complex. I like some of the potential in it though.
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Sweden33719 Posts
Definitely sounds like a good thread so feel free
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SoulHunter and Reaver are out
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Congrats on the promotion, FA. I approve for a change. 
Here are the unit stats table posted some time ago in the Leipzig convention thread. The pics there don't load for me, so I re-uploaded it. That's just a general addition to the thread. I realize they're probably outdated - but so is the tech tree and we're working with what we've got.
+ Show Spoiler +
Now, I noticed something about toss units: very few of them have armor by default. What struck me in the original Protoss, was the realization that almost every single unit had armor in addition to its impressive shields/hp rating. They were just so tough. From the above table, one can see neither Stalkers, Immortals, nor basic toss air units have any armor. I think this blends them together with other races and is an uncalled for nerf. Think how much more difficult it will be to stop an early rine/SCV rush with 0 armor Stalkers. Not to mention the fact that Medics are now more easily accessible to Terrans. Am I the only one who thinks that way?
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I think with the new lineup and these facts (and based on what sucked at blizzcon). I think blizzard wants terrans to use MnM vs protoss. Especially since storm was nerfed and reavers are taken out. Archons arn't really a good counter to them so that really just leaves collossii.
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Am I the only one that HATES the new toss cannons? Looks like the fishcannon thing in WC3. Realy hope they change the grafics... dont like the "heads" or whatever that pops out and shoots...hoping for a cannon/turret thing  (hope this is ok to post here, read the new guidelines...)
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Sweden33719 Posts
Fish cannon ? I don't remember those! Ah, like the Naga's in the campaign, did they have those?
I don't mind them personally.
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err they look exactly like the photon cannon in SC. only in 3D....
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On December 10 2007 13:42 dybydx wrote: err they look exactly like the photon cannon in SC. only in 3D....
but photon cannons are stationary. these new bastards can phase into energy form and transfer to a location within pylon power. I think that's really cool. Can't wait to use it. =)
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"Did I mention the Mothership now hits air?" --Karune
So the Mothership is this ultimate caster-bomber thing, which is now fully capable of defending itself from air units. Back to square one. Awesome.
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OK so toss has the following units that do splash damage
Phoenix (But then shuts down for a small period of time) Twilight Archon (But with a very very small splash) Mothership - planet cracker High templar- with nerfed storm
colossus still shots a linear beam that carries over
Terran has the following splash nuke from ghost (wasn't really ever a threat because of how easy it was to kill the ghost- but now that nukes will be mid game reachable we might see them allot more) Battlecruiser - Air to ground splash Thor - Barrage move that rocks Siege tanks
and im not even sure what the cobra or predator does
I know that # and width of each units splash isn't really a game breaker. But the toss have allready have a nerfed storm, the loss of the reaver (which will allways do allot more damage than that colossus can), AND the splash from the twilight archon looks to be a ton smaller as well. And THATS allot of overall nerfage.
I think that the twilights splash needs to be as big as it used to be.
And I know that the units look like they are somewhat balanced- But it just really feels that toss has a lot less of a splash game going on. I might be counteracted by the new abilities and units brought onto the field...
But is anyone able to tell if this might be a balance issue? Or at least feel a little concerned?
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Aotearoa39261 Posts
On December 21 2007 16:01 kevisyum wrote: OK so toss has the following units that do splash damage
Phoenix (But then shuts down for a small period of time) Twilight Archon (But with a very very small splash) Mothership - planet cracker High templar- with nerfed storm
colossus still shots a linear beam that carries over
Terran has the following splash nuke from ghost (wasn't really ever a threat because of how easy it was to kill the ghost- but now that nukes will be mid game reachable we might see them allot more) Battlecruiser - Air to ground splash Thor - Barrage move that rocks Siege tanks
and im not even sure what the cobra or predator does
I know that # and width of each units splash isn't really a game breaker. But the toss have allready have a nerfed storm, the loss of the reaver (which will allways do allot more damage than that colossus can), AND the splash from the twilight archon looks to be a ton smaller as well. And THATS allot of overall nerfage.
I think that the twilights splash needs to be as big as it used to be.
And I know that the units look like they are somewhat balanced- But it just really feels that toss has a lot less of a splash game going on. I might be counteracted by the new abilities and units brought onto the field...
But is anyone able to tell if this might be a balance issue? Or at least feel a little concerned?
not really; in star1 Protoss; Storm, Archon, Corsair, Reaver Terran; Tank, Firebat, Mine, Irradiate, Nuke
of course the storm size/strength in sc2 will be adjusted to suit, as with twilight archon splash, so im not really too worried about the amount of splash atm
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It was only until now that I realized the Protoss had lost the Shuttle. So maybe that's why they didn't bring back the Reaver.
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there is that other units that helps transport- but yeah- i don't think you could rever micro with it- maybe because of the sick rever + shuttle micro abilities blizzard decided to axe it oO_O
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then how would Rainbow play SC2 T_T
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you know the mothership "time bomb" effect-- i was wondering do you think it works for any protoss unit within the spheres radius or only protects the mothership itself?
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Sweden33719 Posts
On December 22 2007 18:22 kevisyum wrote: there is that other units that helps transport- but yeah- i don't think you could rever micro with it- maybe because of the sick rever + shuttle micro abilities blizzard decided to axe it oO_O The phase prism seems to work exactly like a shuttle, aside from its pylon abilities.
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Anyone else wondering what the new gold minerals are?
you can see them at the bottom right of the DT page on the official site.
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On February 02 2008 22:43 dacthehork wrote: Anyone else wondering what the new gold minerals are?
you can see them at the bottom right of the DT page on the official site.
They are a new resource, corn, and it makes your marines self heal faster.
+ Show Spoiler +Or really, they are just like normal minerals but gives 12 per turn instead of 8. This is old news btw
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On November 09 2007 10:25 Tiptup wrote:I've been typing up a very long post about relational balance and how that would affect units like the Mothership. Would that be a tolerated thread? Just to make this post non-worthless, I think it might be fun for the "Twilight Archons" to come in three different modes depending upon how they're made. Sort of think of it like a siege tank's siege mode, but static once chosen. The first mode should be if you make an Archon with two DT. The second mode is with two HT. The third is with one HT and one DT. Each mode would be significantly different from the others, but would still be considered the same fundamental unit. A fourth, ultimate Archon could perhaps be created as well by giving an upgrade button with the difference in resources. An example based on BW costs: DT+DT Archon costs 250m and 200g, so it needs 100 gas to upgrade to the final Archon. DT+HT Archon costs 175m and 250g, so it needs 75 minerals and 50 gas to upgrade to the final Archon. HT+HT Archon costs 100m and 300g, so it needs 150 minerals to upgrade to the final Archon. Though that idea could easily be unnecessary and too complex. I like some of the potential in it though.  you know what would make that even more unnecessary and too complex? a ultimate, final, MEGA, FIFTH ARCHON made by combining all other archons that would be pwn to the max....
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Protoss just wont be as sexy without the reaver
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On February 06 2008 18:03 rushz0rz wrote:Protoss just wont be as sexy without the reaver  I agree with you.
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Aotearoa39261 Posts
So i was thinking... the mothership is basically replacing the arbiter but it is missing several key functions of the arbiter. Now, Stasis has been temporarily been passed on to the HT, which is good but they are missing one of the most iconic features of the Protoss race - recall.
Recall is the very essence of Protoss ideology - which is basically something form nothing; one moment there is nothing next moment there is a legion of units right before your eyes whether it be the darktemplar, recall, or even carriers. So i was thinking, if recall was to come back where would it go? Obviously not the mothership, its totally unsuited for that purpose.. so then i came to the thought that a recall type spell might be implementable on the stalker.
Simply, it would work as a severely nerfed recall, which recalls a small section of units to the stalker - kind of like the opposite of blink. It can have the same cooldown with blink ie use this and blink has to call down too and visaversa.
The best thing about this is that it makes this recall a 'clutch' spell. These are spells you use in the heat of battle/other intense moments which makes for great viewing... examples of clutch spells in SC are like; EMP, Lockdown, Recall, Stasis, Spawn Broodling, Plague. This adds another clutch spell to the game and thus enhances viewing (and perhaps allows for greater micro flare)
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Wait, just a simple question, plexa...
How is the mothership (i say they change its name to Tempest, since its cooler and the uni that took the name was scrapped) unsuited for the role? I mean, c'mon its a mothership. 
But I think the reason we havnt seen recall right now is because warp gates are a lot like recall aren't they? They're not as fast as recall, but definitely a quick means of transportation, and all you need is a phase prism really. In all honesty, though, I wouldn't mind if they put in recall, even if the ability is redundant (sort of).
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Aotearoa39261 Posts
mothership at the moment seems to be geared towards an all purpose destruction vessel, not exactly a support unit 
While the warp gates allow one way warping, the recall i'm proposing is short range and short area of effect for troops transport in battle/to get to strategic locations
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^ No it's not... It can't attac air, it cloaks units, casts timebomb and the "planet cracker" has a puny aoe... You can kill it with 1 viking -_-. It's definetly a support unit atm.
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On February 07 2008 11:07 fight_or_flight wrote:Show nested quote +On February 06 2008 18:03 rushz0rz wrote:Protoss just wont be as sexy without the reaver  I agree with you. I agree with you agreeing with him... what does the black obliesk do? does anyone know how the warp in works? do u load your units into something to teleport them in pylon power?
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The black obliesk is used to create dark templars and maybe possible upgrades (like the templar archives). the way warping works is you create a gateway, transform it into a waygate then when you create units they can be loaded in the waygate and then (after a delay I believe like spooling power for the warping, but I am not certain) you can teleport them to pylon power anywhere.
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the way warping works is you create a gateway, transform it into a waygate then when you create units they can be loaded in the waygate and then (after a delay I believe like spooling power for the warping, but I am not certain) you can teleport them to pylon power anywhere.
i was under the impression once you change the gateway into a warpgate, you can instantly build (that is warp) a unit, and then theres a cooldown before you can warp another unit. Not "you build one first and then load it and then warp it"
also the colossus is now like a large perpendicular line AoE burst damage attack instead of its sweeping long laser beam attack
I did like the reaver better, it looks like the colossus's damage is like 5
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Ugh, I hate the new grim reaper dark templars. One of the reasons why I liked dark templar in StarCraft is because they were just like ninjas! They had psi blades (katana), were cloaked (ninja sneaking), and had those ninja masks. Now, they are modeled after the grim reaper and have dual ended scythes. I really don't understand what the purpose is of the scythes being dual ended, unless if they were to spin them, which renders the scythe ineffective because it was designed to swing and grab.
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What would be cool would be if you could keep feeding templar into an archon and the archon keeps growing and getting stronger and cuter.
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On March 03 2008 17:19 Plexa wrote:mothership at the moment seems to be geared towards an all purpose destruction vessel, not exactly a support unit  While the warp gates allow one way warping, the recall i'm proposing is short range and short area of effect for troops transport in battle/to get to strategic locations
This is the replacement for the arbiters recall, and I believe it is a tier2 tech. I hope no one forgot about this awesome new Protoss vessel, called the Phase Prism, built at the robotics facility. It replaces the shuttle and both the arbiter in terms of it's recall ability. It has the power to mimic the pylon matrix as well as transport units like the shuttle, in that it can board units within... well, not within it's hull, but in another psionic dimension thing? Protoss technology is amazing, to say the least, and this thing can even carry colossus (Of course, it has a limited capacity of how much it can carry depending on the unit size).
The screen shot I embedded is a perfect situation where Dark Templar are being warped in to flank the Terran expo. I know I won't be missing recall with this mid-game wonder.
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On March 12 2008 12:24 prOxi.swAMi wrote: What would be cool would be if you could keep feeding templar into an archon and the archon keeps growing and getting stronger and cuter.
lol when you put in enough dts it'll go
"HAY GUYS LET'S KILL SOMETHING :D"
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what upgrades a gateway into a warp ray? does anyone know the cost / how late of tech is it?
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On March 14 2008 01:34 Zuan19 wrote: what upgrades a gateway into a warp ray? does anyone know the cost / how late of tech is it?
Last I heard the ability to turn gateways into warp gates is researched at the cybernetics core. No idea about the cost, but most likely no more than 200/200, and being researched at the cyber core should give you an idea of how late of a tech it is.
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dt's look really bad and the colossus needs to do alot more damage than it does
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As long as the dt's are invisible to my opponent i dont care what they look like :D. as for the colossus... I want the reaver back ;(
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