Re: The Future of Protoss
for what its worth, I had a guy use the mothership vs me afew days ago (me as terran) and it actually did quite well.. It was a pain in the A to kill, lemme tell you that =/ he almost stole the game from me even tho I was ahead, but thankfully he didnt focus fire my vikings and I managed to take it out then imbauraders finished his units off..
I think protoss is strong. They have good air, but maybe phoenix could get some kinda spell like Overload back, but just not as strong. The issue is vs lots of light air units, like vikings or mutas, they attack too slow and just get overwhelmed.
The rest of protoss, just seems people dont use their spells well enough right now. Once people figure it out, they will be much stronger. Tip; Hallucination.
Re: The Future of Protoss
one of the things that make Toss a bit difficult is the way their tech tree is. Terrans and zergs have to tech up in a straight line where as toss has three different branches to choose from and making the wrong choice could be fatal. Thats what makes it hard to tech switch as toss. you invest all your money into robo tech and the zerg switches to muta now you have to stop using robo and get 3-4 stargates to match his production. ou build air units zerg switches to hydras and steamrolls your army. Terrans can do this too only they have to move a few buildings around. Zerg and terran will get all of there units where as toss is stuck with one maybe two of the three branches of the tree and cant affort the other or a large amount of units because he had to tech switch.
Re: The Future of Protoss
From what I've played, I've found Phoenixes to be excellent counter to lot of my Marauder problems. Thing is, that they cost a lot when you need to tech to Immortals or w/e at the same time...
8-12+ phoenixes really cause an havoc when you just spam that ability, including taking out marauder armies :> But I rarely get to that point without having an army of something knocking to my front door.
Could bring some interesting choices if phonixes would be just a little bit cheaper, or faster to build. Or have somekind of special upgrade.
Anyway, just a thought ~
Re: The Future of Protoss
Quote:
Originally Posted by
DemolitionSquid
- Archons are too weak for their cost, although in concept they are good all around support for those choosing Gateway and Templar tech over Robo/Stargate. They can almost replace the Immortal's tanking, the Colossus' anti-light splash, the Phoenix's anti-Muta, and the Void Rays raw power at the same time. Almost.
.
Just wanted to share that Archons are pretty weak for their cost, but that's because they're not supposed to be produced until the two HT that it's made of have cast Storm and ran out of Energy. :p
They are fairly resilient when morphing in, and if both of you have few troops by that point,, it can provide a game-ending punch.
I think that the only time getting Archons (for the unit and not as something to get once your HTs run out of Energy) is against mass Muta, and even then, it can be situational.
Re: The Future of Protoss
Buff archon damage and AoE and i think we will all be happy
dont overbuff, but they need a modest dmg and AE boost and they wont suck
Re: The Future of Protoss
I think the archon would benifit from splash or a chain lightning attack. Another thing that I noticed is that alot of Toss units are expensive but not powerful. The Viking is cheap and powerful but its Toss equivilant the pheonix is quite weak but even more expensive.
Re: The Future of Protoss
Quote:
Originally Posted by
DemolitionSquid
Protoss are pretty solid on the ground, but they are lacking with their air for sure.
My gripes
- No reliable counter to mass Marauder outside very early aggression with Immortals. Chargelots do alright but get eaten alive by cheap Hellion support.
- Limited DT usefulness due to insanely high gas for tech.
- Archons are too weak for their cost, although in concept they are good all around support for those choosing Gateway and Templar tech over Robo/Stargate. They can almost replace the Immortal's tanking, the Colossus' anti-light splash, the Phoenix's anti-Muta, and the Void Rays raw power at the same time. Almost.
- The Phoenix needs to lose its channeling of AG.
- The Carrier is still a luxury item.
- The Arbiter 2.0... I mean Mothership is a joke.
What if Blizz made DTs counter marauders?
What if DTs get charge as well?
And i dunno.. loose the light unit designation when undetected?
Re: The Future of Protoss
The way I see it...
Protoss Air isn't perfect.
Terran Mech isn't perfect.
Zerg lacks active abilities.
These are what I like to call character flaws.
Each race is suppose to have flaws and strengths. That's the point of this game, right?
Re: The Future of Protoss
Quote:
Originally Posted by
Asfastasican
Each race is suppose to have flaws and strengths. That's the point of this game, right?
NO.
Each race is meant to have weaknesses and strengths. There is a HUGE difference between a weakness and a flaw.
A "weakness" is something like low HP. To counteract a high damage output. This creates the classic "glass cannon unit." A "weakness" is a lack of active abilities, in tradeoff for the the strength of high numbers like with Zerg.
A "flaw" is where a unit with low HP also has low damage. The unit is not worth its cost.
That's the situation for Protoss air, Terran mech, and half of the zerg force. They are not worth their cost often enough.
Re: The Future of Protoss
Mech is actually really viable but because of the super op maurauder there is no need to go mech. Tanks shoot really fast and have siege mode thors can one shot an immortal with the 250mm strike cannon and the immortal is one of the biggest excuses that terrans have for not going mech. The hellion is really good at flanking kiting and base raiding and they counter hydras in large groups. The maurauder is cheap counters armored units, has a slow that counters melee units and prevents and effective retreat, have almost as much hp as a siege tank and beinfit from stim and medivacs. THe benifits of using maurauders far out weights the risks.
I dont think that a race should have a weakness but a strategy should. Protoss should not be weak to air like it is now but an immortal push should be. If a strategy like mass muta or viking/banshee beats most toss players then that is bad there should be an effective counter to that but there isnt. Any smart zerg will with tech switch or just continue to pump mutas at the sight of a pheonix and the pheonix can't deal with either. That is a weakness the unit has that directly affects the race that shouldnt be there. The pheonix should dominate mutas not be like the Muta and the marine in sc1.