Protoss Units Starcraft 1

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Geppe Warton

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Aug 3, 2024, 5:48:52 PM8/3/24
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In Starcraft 2, there is a "best counter" for every unit. This is in my opinion even more true for Protoss. Unit choices are even more crucial for them, for one simple reason: every protoss unit is relatively expensive, so you better produce the right units at the right time ;)

1. Phoenix - They are the perfect Queen killers. Queens are generally found near their hatcheries, alone. Go in there with a few Phoenixes, graviton beam and kill them without taking a single damage. 4+ Phoenixes is best, because with 4 Phoenix, you'll need only one use of Graviton Beam to kill the Queen before Graviton Beam wears off.

3. Dark Templar - They kill Queens in 4 attacks only. Of course, if your opponent upgraded his Overlords to detect cloaked units, this won't be a viable strategy, but if they haven't, this is a quick, free kill.

4. High Templar - Feedback kills a Queen in one shot if she's got 175+ energy left. It's always fun to watch ;) Of course, it doesn't happen very often, but if you see an opportunity, don't forget that Feedback is perfect against Queens.


Note: In any case, no Zerg opponent will ever mass produce Queens, so you shouldn't build the above units specifically to counter 1 or 2 Queens. However, it's still good to know what units work best against them. Producing 4 Phoenixes is almost never a waste of ressources, as they're quite useful against many zerg units, and they can go Overlord hunting.

1. Sentry - Guardian Shield is a must against mass hydralisks. Example: A hydralisk needs to shoot 14 times to kill a zealot without Guardian Shield. 17 Times with Guardian Shields. On a large scale battle, that makes a huge difference. You should always bring 2 Sentries at least when you're up against mass hydras, this will keep your units alive much longer. Plus, you can also distrub them by placing a few force fields in the middle of them, force them to move and reposition.

3. Zealot - You'll always need a bunch of Zealots at the front to take the damage for the rest of your units, and they deal pretty good damage to hydralisk as well. Protected by Guardian Shields and backed-up by Psi Storms, they'll win the battle for sure.

4. Dark Templar - They do 45 damage a pop, so they only need 2 attacks to kill a Hydralisk. Of course, this only works if your enemy doesn't have anything to detect their perma cloak.

1. Immortal - By far the best unit in the game to deal with roaches. It's almost funny how overpowered they are against roaches, killing them in 3 shots, while taking a ridiculous 10 damage per attack.

3. Archon - They're actually better than the above two units, they really own Mutalisks, especially when they are stacked. However, their lack of mobility and range is a problem against a good player with good Muta micro. Hence the spot #3 on this list.

2. Void Ray - They do reall well against corruptors. However, if you have a lot of Void Rays, don't make them all focus the same target, it's overkill and it doesn't exploit the full capacity of your Void Rays' beams. Put 2 Void Rays per corruptor. Trust me, this micro pays off big time. If for example you have 4 Void Rays and you're up against 6 Corruptors, put 2 Void Rays on a corruptor and your 2 other Void Rays on another corruptor, rinse and repeat.

If you want it to change it in the editor open the data editor and search the protoss unit you want in the unit tab. Click on the unit and search the unit model in the object explorer (in the left bottom corner). In the right section you can find a field called Model. There you can change the unit model.

And to 0 to back it out. Obviously the above impacts ALL units with an upgrade path for that player (SkinRequestor)It is worth noting however that some of the units have multiple varients, for example(unit) Immortal with Dark Protoss upgrade is VERY SIMILIAR but not identical to (unit) Immortal Tel'Darim (vanguard)

The goal of this map is for me to see what exactly constitutes a "balanced" Protoss and Terran fighting force. My early game is weak and I beleive that by watching several waves of Gateway units go against several waves of Barracks units, I can learn more. True, the computer ai isn't the best at micro, but these attack + location scenarios can give me some good ideas.

I was really excellent at working with the SC1 editor, I didn't bother at all with the WC3 editor, but I want to start making SC2 maps. I'm just more of a sci fi nerd. However, the galaxy editor interface is very intimidating.

I have created and labeled locations. How do I make a trigger so that units spawn from them, and units within the location receive an order to patrol to the opposite starting location?

The next wave of a given faction's units should spawn upon the death of the last member of their previous wave, something like [Player 2] possesses no units, spawn [Terran] units [Marine], [Marauder], [Reaper], at location [Terran start].

1) Create two points. One where you want protoss units to spawn from and one where you want terran units to spawn from. You can create points by selecting the "Points" tool. You will be able to physically place these points on the map. Change the name of the points to the following (click on the points in the right-window and hit F2 to change their name, or right-click them and select Rename): Protoss Spawn and Terran Spawn

2) Open the Trigger Editor. We will need five triggers and at least two global variables to accomplish what you want (this can all actually be done with one trigger but it would be too complicated to write for a beginner).

Trigger 2: Death Counter
Event -
Any unit Dies
Local Variables -
Dunit = no unit
Conditions-
[OR]
Dying unit is in Protoss unit Group = true
Dying is in Terran unit Group = true
It is essential that you select the OR command. This allows the trigger to fire as long as one condition is true.

Trigger 3 (initally off), future unit spawner
Event - Every 10 seconds of game time.
Conditions - NONE
Actions:
[ If ] Protoss unit group is empty
Then Run Trigger 4
Else - (leave blank)
Do not use "Turn on" trigger 4, use "Run" Trigger 4
[ If ] Terran unit group is empty
Then Run Trigger 5
Else - (leave blank)

Hey Edward could you possibly gimme some help for making triggers on attack waves for my map as well? Basically the way I have the map set it, me and my allies are kind of in the center and there are 3 zerg bases and 1 protoss base that we need to destroy. I'm trying to create attack waves for each enemy base that over time will increase in strength and such, and will only end when you destroy the respective hive or nexus in their bases.

Usually P units takes more time to produce, cost more resource and supply, but in my experience P units can hardly win any head on engagement against Terran. Viking pretty much counters all P air units including Colossus.

Also, when T gets tank and lib sieged up, it is almost impossible to break as P. If stalkers are used to take down libs, tanks can take down stalkers easily. The alternative of producing tempest takes extremely long time and a bunch of tempest only scratch the paint of a 180hp lib.

The last issue I have is the BC. Yes I know the solution is to not allow T to mess BC and kill them early. But it being the only solution it just sounds really horrendous to me. Why should T have solution against every P unit while P has no solution to a T unit?

mass bcs is hardly a threat against protoss unless you have gone full carrier in which case you are just bad
zealots/storms are a must have vs terrans, and some stalkers too eventually to snipe off units especially medivacs/ravens/libs
the main issue should be ghost/libs/marauders, in which case you need disruptors

I dont make carriers after this unit is nerfed to the ground. When I scouted BC transition, I produce tempest, oracle, stalker and colossus (not disruptor because unit variety I already have). Terran can still A move to win with BC and a dozen viking unless I am near my batteries.

Storm is not a must have. Once Terran sees templar archive, they can have ghost emp before I finish researching storm. I am not a pro, so I cannot prism storm and I dont believe most people are expected to prism storm while controlling their army.

-vikings target fire on your colo: pick it and drop behind your stalkers
-ghosts try to emp on your HT: keep them in the prism
-immortals to counter marauder/tank but they are too slow: use prism to move them

Main ideas around which T units are designed are: 1) high damage output low hp units and 2) units only good when sieged in position.
All units except BC fit in this. BC is like a Protoss T1 unit - not great damage but very high survivability.

Stalker is very highly mobile unit with a lot of hp (compared to T units) and hp regen (shield regen that all P units have) AND Blink on top of that which is amazing spell for both offensive and defensive purpose.

Duh you are supposed to catch that army on the move or use high-tech units that mop the floor with such T army, like Disruptors - which outrange tanks btw - and if Libes have Range - use either Tempests or Carriers against them.

General Protoss Tips:
You should generally always build your first pylon and gateway at your choke point. Build your second pylon, and maybe even a few more buildings at your choke point. You don't want to block it off completely, you need to leave a space for your units to walk out of your base. But you should get it enclosed enough so the enemy cannot just barge right on in to your base. You can have stalkers and sentries behind the buildings to prevent zergling/zealot rushes. Use the sentry's Force Field ability to close off the gap completely if the enemy is trying to get into your base, then have your stalkers placed so they can fire and hit the enemy trying to get in.

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