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Protoss

Introduction

With their highly advanced technology and potent psionic abilities, the protoss once considered themselves the most powerful species in the galaxy. Their war with the zerg has proved otherwise: even the most individually capable warrior cannot overcome such insurmountable numbers. The lesson has been hard one for the protoss, for their society is built around core philosophies that have been rigidly adhered to for over a thousand years. However, the zerg invasion of the protoss homeworld of Aiur has brought the race to a crossroads: the protoss must embrace change if they are to survive and prevail. Now new tactics and technologies are being brought to bear in the increasingly desperate battle against the zerg, and ancient, terrible weapons the protoss set aside long ago are being unleashed.

The protoss have never been a prolific people and have traditionally bolstered their numbers with a variety of robotic war machines. Individual protoss warriors are unsurpassed in their skills, greatly enhanced by the combination of technology and formidable psionic strength. Nonetheless, the protoss must rely on mobility and surprise to maximize their advantages without getting drawn into a battle of attrition. One of their greatest strengths lies in their fleet, which boasts a variety of ships powerful enough to pound an enemy to atoms.

Strengths

  • Powerful and defensive units
  • Buildings can warp themselves
  • Plasma Shields can regenerate
  • Mothership provides good defense
  • Can build multiple structures at once
  • Photon Cannons attack both land and air and can detect invisible units

Weaknesses

  • Consume much Vespene
  • Expensive and long build time
  • Buildings go offline out of psionic matrix
  • Must be place buildings within psionic matrix

Units

Videos

Discussion

Saint Sanity Icon

Posted Jul 20 2010

View Post†Lyneux†, on 19 July 2010 - 07:48 PM, said:

That's a necessary since probes collect minerals and gas so slow. I want it to have better hitpoints and self defense mechanism. Protoss would not be dumb to leave it's main base undefended.

Nexus has shield, I mean all Protoss units and structures have shields
I guess that alone is a proof that the main base has a way to defend itself
Only it doesn't have the ability to attack... Still its fine

I personally believe Protoss is definitely a defensive race to begin with

regulator_mk Icon

Posted Jul 20 2010
I'm not sure why you think all town-hall-type buildings should defend themselves. The Nexus is there to provide an energy link to Aiur or something. Why should it also defend itself? That's what cannons and units are for...

†Lyneux† Icon

Posted Jul 20 2010

View Postmikelorus, on 20 July 2010 - 11:33 AM, said:

The nexus already gives you chronoboost, what more could you want?


That's a necessary since probes collect minerals and gas so slow. I want it to have better hitpoints and self defense mechanism. Protoss would not be dumb to leave it's main base undefended.

mikelorus Icon

Posted Jul 20 2010
The nexus already gives you chronoboost, what more could you want?

†Lyneux† Icon

Posted Jul 20 2010
Why can't Colossi attack air units? Just wtf. I hope that Nexus would have an upgrade, the main base should be more fortified. XD

Shuu-nii Icon

Posted Feb 25 2010
Wow, I really want the beta like right now ... :)

Anyway, looking forward to the Immortals and Stalkers

mikelorus Icon

Posted Feb 25 2010
The nexus has a new ability "Chrono Boost" which makes a building do everything 50% faster. The application of this is going to be huge; getting early weapons upgrades faster, or going for a DT rush, or even just massing probes for a fast expand will all have large impacts on protoss gameplay.

ShAd0wFaXe Icon

Posted Nov 27 2009

View PostNalygos, on 25 November 2009 - 08:33 AM, said:

I can't wait for the new pylon song...


Obligatory link:
CLICK ME

Nalygos Icon

Posted Nov 25 2009
I can't wait for the new pylon song...

Zenetar Icon

Posted Nov 22 2009
Plz, quote next time what exactly do you need to clarify.

mikelorus Icon

Posted Nov 21 2009
Are you sure? From what I am reading the warp prism can both warp things in AND act as a regular shuttle.

Zenetar Icon

Posted Nov 21 2009

Quote

Afaik warp prisms are shuttles that can be deployed as pylons, so you still have the drop tech.

There's a casting time on warp (EDIT: Actually you can DESTROY a unit while he's warping, as shown in battle report 1) and casting time on warp prism. While Medivac has much fewer casting time.
That's a big big difference if you can control units well.

Also, it's hard to "warp back" a dropped unit.

mikelorus Icon

Posted Nov 21 2009
Afaik warp prisms are shuttles that can be deployed as pylons, so you still have the drop tech.
As for drops, you can still do HT/zealot bombs/DT drops, and maybe even do colossus drops as a replacement to reavers.

Zenetar Icon

Posted Nov 21 2009
Comparing warp prisms with shuttle (SC1) / medivacs, I have to say that warp prism is way better in late game (e.g. you can trasport a large army right into the enemy's base), but medivacs/shuttle are very versatile and they have a big advantage in early/mid game.

Also, to my mind, Protoss don't have a good drop technuques like they had in SC1 (e.g. reaver drop, zealots drop, DT/HT drop, Archon drop).
Reavers were great against harvesters, Zealots against siege tanks, DT - great vs Terrans, HT - drop on a high ground, Archons - in late game against Zergs.

GTXInsane Icon

Posted Nov 20 2009
Yeah. Very powerful ones in fact, as they can warp even around pylons.

mikelorus Icon

Posted Nov 19 2009
Just learned that warp prisms have drop tech. woohoo!

GTXInsane Icon

Posted Nov 17 2009
Protoss actually have great mobility, even at the loss of the shuttles [Terrans are still better at it though with the medi-vac and the reapers] but they still have access to blinkers. But as shown in the battle report though, they can't blink to unseen [not unexplored] terrain, so that would be a huge setback.

mikelorus Icon

Posted Nov 15 2009
Pretty sure warping in units is just like making them from a gateway, except it is faster and you cannot queue up a lot of them.

Zenetar Icon

Posted Nov 15 2009
Can "warped" unit be warped back later?

mikelorus Icon

Posted Nov 14 2009
True, but they can also just summon in one high templar. I guess they may not have the shuttle mobility, but warp prisms open up a whole new category of possibilities.

Zenetar Icon

Posted Nov 14 2009

Quote

summon in an army

that's a difference between single drop and massive summoning. You need a very good economy to drop a whole squad.

mikelorus Icon

Posted Nov 14 2009
But then again they can drop a warp prism in the back and summon in an army instead of two templar.

Zenetar Icon

Posted Nov 14 2009
AFAIC after watching battle reports,protoss lack "drop harrassment" strategies. In SC1 they could drop into the base or at high ground almost everything: Zealots, Reavers,Dragoons, Archons, High Templars.
but now this warp-prism-mechanism is much slower, I don't see any way in which Protoss can abuse high ground,etc.

mikelorus Icon

Posted Nov 13 2009
Zealots look crazy good in this one, especially with charge which negates their melee weakness. Looking forward to some more protoss air usage, rather than the old couple of sairs and occasional carriers. Also interested in immortals, and those warp gate things. Warping in and the warp prisms open the door for many strategies, so imo map awareness and control will be a lot more important.

FatalError Icon

Posted Nov 13 2009
Discuss Protoss here