Protoss - Good and Bad Sides!

Discussion in 'StarCraft Strategy Guides' started by Dark-Zergling, Dec 9, 2004.

  1. u heard the title :p write all the good and bad sides for protoss u can find here!!

    (i never play with protoss so its hard to find bad sides:p)

    My own!!
    Good Sides
    1. zealots are almost as good as Hydras
    2. Psy storm owns
    3. psy shields
    4. invisible units
    5. recall
    6. carriers
    7. dark-archons spells/attacks
    8. distrubtion web (cant spell it :p)
    9. dont have to use worker while building (u know what i mean)
    10. shield regenerator
    11. Strong weapons/attacks
    12. Both anti air and ground in cannons



    Bad sides
    1. Pylons
    2. expensive
    3. slow unit making/building
    4. they need lotsa required buildings
    5. cant build outside pylon range


    P.S. :morph THESE ARENT THE SAME :p
     
  2. Lwek

    Lwek Member!

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    Good:
    They have shield

    Bad:
    They have shield
     
  3. Biske

    Biske BattleForums Senior Member

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    Were you refering to that smily face that is phasing in and out? Well, sir, I have
    been staring at that thing for the past 2 minutes, and they are the same! At least, I think it was 2 minutes....it kinda put me in a trance....
     
  4. exobyte

    exobyte Member!

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    Good: Probes, Stuff that Probes can make
     
  5. dP

    dP Member!

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    thats true. plus, fast build is good... and cool looking buildings
     
  6. haha! actually they looked different in the smile bar where i chosed it :p
     
  7. tmac7

    tmac7 New Member

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    Good protoss

    the best thing with protoss is that, if u have a squad of 24 carriers u can anhilate just about anyone u come against, doesnt matter how many turrets or cannons u have, u will always lose.
     
  8. exobyte

    exobyte Member!

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    Really? 24 carriers can beat ANYTHING? Even, oh... 6 Goliaths, 8 Ghosts with lockdown and 4 Wraiths?
     
  9. Phoenix2003

    Phoenix2003 BattleForums Senior Member

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    24 carrs is hardly feasible, but yeah, it can beat that combo, buddy. Nice try. 6 goliaths ain't shit. wraiths are really weak to 24 carrs even though, wraiths normally counter them. Good luck pulling off 16 lockdowns before your ghosts die.
     
  10. TrongaMonga

    TrongaMonga Grumpy Old Grandpa

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    Actually, the ghosts could have a chance of beating it, if we count that, if you hope 4 wraiths could beat the carriers, there are observers. Therefore, 8 250 mana ghosts could cloack and double lockdown without much trouble, since they were invisible. Then, yeah, you only had to kill the other 8 with the wraiths, and off you go to the rest :p
     
  11. dP

    dP Member!

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    Yes. The ghosts ran out of mana, the goliaths ran out of ammo and the wraith is out for lunch.
     
  12. Renzokuken

    Renzokuken Saved

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    Generally 24 Carriers would poon almost anything, unless the opponent was given heaps of time to make a decent counter, which generally doesn't happen. Same with amassing 24 Carriers :rolleyes

    BOT: Bad side is that Protoss is weak when vsing Zerg.
     
  13. exobyte

    exobyte Member!

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    They are? ZvP is my worst matchup, could you give me some reasons why zerg > toss?
     
  14. Phoenix2003

    Phoenix2003 BattleForums Senior Member

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    Probably because it's a guessing game for p in the beginning. Aside from that, I guess it's ok. Then there's the fact hydras can dodge storm. Then ultra/crackling is also a problem late game.

    Island games tend to favor p ALOT more, though.
     
  15. WarLin

    WarLin Member!

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    Dragoons+reavers=Good! why? they make me happy to know that i can explode things with out killing my own people

    Reavers+zealots=NO!!!GET OUT OF THE WAY PURP!!!or whoever is my ally
     
  16. Wild.chilD

    Wild.chilD Member!

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    IN HELL! just kidding.
    Good sides:
    Strength
    One defense building
    Strong early units
    Psi shield
    Psi Storm
    Hallucination
    This guy --> :lucifer
    Mind control
    Maelstorm
    Feedback
    This guy --> :ufo
    Arbiters
    Dark Templars
    Both Archons
    intercepters
    This guy --> :hop (so cute)
    Range

    Bad Sides:
    Slow
    high costs
    This guy --> :rainfro
    low life on archons
    the need to build new units that live in old units.
    this guy --> :bouncy
    the need to build new buildings in old pylon auras.
    The need to mine mass minerals to replace mass minerals spent on one carrier.
    The loss of shields when you mind control.
    The ability to be nuked
     
  17. Aqua-THF

    Aqua-THF Member!

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    Assuming your alive long enough to have 24 carriers, your opponent has to be just as strong or stronger. Playing Z, a mass of hydras would own the carriers. Do the math, 24 x 6 = 184psi. 100 Hydras, equaling 100 Supply, would be overkill for Carriers. The Hydras would almost instantly kill all of the interceptors = GG NORE. Not to mention scourges, and defilers. Carriers are not as strong as you think. I challenge anyone to prove me wrong on Temple, the only way to play...
     
  18. Phoenix2003

    Phoenix2003 BattleForums Senior Member

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    Play me as terran and you got yourself a deal.