Voting Style: | Open | Point System: | 7 Point |
Started: | 3/22/2011 | Category: | Entertainment |
Updated: | 9 years ago | Status: | Voting Period |
Viewed: | 3,007 times | Debate No: | 15533 |
Khalai is the worker caste in protoss hierachy, while the Templar are the warriors so Khalai wouldn't work as a label for old Aiur, Daelaam could work for new Auir however. With the new units and features, I think terran looks strongest, followed by zerg and then protoss, but simarly to SC1 it will only be a small amount, or visible between really god players. Knowlege is power,power corrupts,be evil, read a book Diamond FC:0301 8472 3011. Size 128x128 Divided Factions is a six-player map in StarCraft, taking place at Tyra Mining Station. It supports up to six players. They all get along. Here on this StarCraft Factions towel, at least. Thankfully, StarCraft 2's interface remains smooth and responsive even when the on-screen action chugs, but it does struggle a bit during some of the bigger set-piece battles between multiple factions.
Pro 1. You dont need sources, only gaming experience (AKA many, MANY hours of playing). If you have never played the game before, please dont accept this debate. 2. I will be arguing against the Zerg and for the Terrans and Protoss. Con's job in this debate is to prove why the Zerg can easily beat the Terrans and Protoss in any situation. 3. If you play Starcraft 2, and you win this debate, I will friend you on the Battlenet if you wish. Good luck to my opponent! Con One thing I'd like to point out, however, is that the resolution only requires me to prove how Zerg is not the WORST race. Also, I do not have to prove that the Zerg army is better then either army due to the wording of the resolved. I only have to prove that they are at least balanced, the goal of Blizzard themselves. Therefore, Con wins if Zerg is proven to be balanced or better than either Terran or Protoss. |
Pro Contention 1: MMM Yes, in SC2 debates, its the biggest point, but its a legit point MMM consists of Marines, Marauders, and Medivacs. This highly effective strategy is devestating to economy, as the medivacs can transport marines and marauders over cliffs and into and enemy's base from the back, and area not often defended. This strategy is not only highly effective, but highly economical. It costs 50 mins to get a marine, 100 mins and 50 gas to produce a marauder, and 150 mins and 100 gas for medivacs (i believe). Not only are these units relatively cheap, but they can be acquired early on in the game. The usual counter for a MMM is antiair units to take down the medivacs, and those easily crush the rest of the units. For the Zerg, this unit is the hydralisk, a unit thats not only more of a mid-game unit, but is relativly expensive. 100 mins and 50 gas, the same as a medivac. Yes, the MMM is expensive when done well, but its hard to stop, and if it is destroyed, it is easy to replace. Contention 2: Protoss Strategy most commonly used When fighting as the Protoss, it is hard to rush using zealots and be successful. Not only this, but the main Protoss advantage is as a late-game faction. Where are all of their most effective units placed? In the realm of the late-game. The gate of the Protoss is easy to get by in the late game, but the main Zerg advantage is early game rushing. The Protoss advantage to rushing? Gates with numerous photon cannons. This defensive units is highly effective vs the low health units of the zerg, primarily zerglings in early game. So, the gate is done and the Protoss begin to work on their faction. Their late game units? Collousi and voids rays. The Zerg are primarily a ground based faction, with the exception of mutalisks and other AA units. Baneling, zerglings, hydralisks, roaches, and infestors are all ground based. With voids rays, only hydralisks and infestors can hurt them. After these units are attacked and destroyed using focus fire tactics, the void rays are free to cut up the rest of the Zerg army. With Collousi, the ground based units are mowed down by their energy beams, cutting apart the large numbers of low health units. The Protoss eliminate the Zerg. Contention 3: Detectors In SC2, many units are 'invisible' and are unable to be seen. The three mobile detectors are observers for the protoss, ravens for the terrans, and overseers for the Zerg. Though the Zerg are the fastest and easiest factions to get out mobile detectors, they have one major disadvantage: speed. Overseers are the slowest mobile detectors of any faction. This make the main army leading the detector to lag behind, thus reducing efficiency. Not only are they the slowest, but overseers are at a disadvantage when it comes to special abilities. Ravens can defend themselves with various teched abillities, and observers are 'invisible' and cannot be seen by non detector units. Another disadvatage for the Zerg when it comes detectors is the Terran's scan ability and the protoss photon cannons. The terrans can scan anywhere on the map, allowing them to scout out an area without having to send in a unit. This ability also detects 'invisible' units. The protoss primary defense building are photon cannons. The zerg spore colonies also can detect, but they come at a disadvantage when it comes to anti-ground attacks. Sure, in the grand scheme of things, the Zerg are very helpful when it comes to SC2. But unfortunatly for them, the Terrans and Protoss are favored in battle, and can easily destroy zerg attacks. VOTE PRO! Con GavinAurion forfeited this round. |
Buy terraria pc. Pro Vote Pro Con GavinAurion forfeited this round. |
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Total points awarded: | 4 | 0 |
Brenavia | GavinAurion | Tied | |
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Total points awarded: | 6 | 0 |
In our Starcraft 2 Protoss guide, we cover all aspects of the race in-depth. In this guide, we have prepared a deeper look into mechanics of this faction, as well as few popular strategies.
Protoss Structures
Most players agree that the Protoss race has the most effective method for adding on new structures. Imovie mp4 dvd. While Zerg and Terran factions are able to use their workers to build a single structure at a time, Protoss players are able to construct as many buildings as they can afford simultaneously with a single Probe (Protoss worker).
The only catch to building is that all structures must be placed within range of a 'power field'. Power Fields are generated by Pylons, which also increase your supply cap, so it's not that inconvenient to send a Probe to build a couple of them. However, if Pylons that power up the buildings nearby are destroyed, the buildings will remain non-functional until another Pylon is built nearby.
Protoss Units
Sketchup pro architecture. There are three primary things that make Protoss units unique. First and most important is the plasma shield, typically called 'shield' for short. That means that all Protoss units don't have just HP, but also have a shield. Shields are additional health pools that are drained as a priority over health.
As a unit takes damage, its shields will decrease as if it were health. A unit will not begin to take life damage until the shields are completely drained. Some units have very low shield pools like, for example, Zealot. Archon units have almost no HP and high shield value.
Sc2 Protoss Builds
Once the Warp Gate technology has been acquired, some units can be constructed in just five seconds anywhere on the map that has a power source. After warping in the units, the Warp Gates go on a cooldown before they can warp in more units, but the units they warp in are available even while the cooldown is still underway. This allows the Protoss to start constructing Gateway units and use them in battle just a few seconds later.
Strategies
What's so special about this faction, is that players can be both aggressive, passive and economic. Most top tier players opt for one of three major gameplans:
- Early Rush
- Mid-Game two base timing attack
- Late game 'DeathBall'
Sc2 Protoss Strategy
Early rushes are very common against Terran and Protoss, and they take advantage of a Stalker or two, and other Gateway units. Oracles work well versus Terran players as well.
Two-base timing attacks tend to involve a quick expansion into a pre-ordained attack using a large number of Gateway units (with upgrades). The support of a single high tier technology path may be involved. The units top players use for these timing attacks are usually Immortals, Archons, or Void Rays.