Playing as Protoss Is Cool!
I believe I haven't even seen 25% of the tactical possibilities available. Just imagining the advanced mobility of the new Protoss, I am excited to see crazy what strategies will come out when the Beta has launched! First, however, over to my experience with the Protoss:
Probe
Let's start off with the basic unit: the Probe. You will start the games having six of them available. One key element is your Probes seem to be of more importance than ever before! Losing some of them, or a whole batch seems even more critical for your success than in SC1! I found it really, really hard to build up my eco again after I lost half of my Probes, so they need to be looked after in SC2!
In the version we played, we had two Vespene Geysers with 2500 gas each and plenty of mineral batches with 1500 minerals. Each Probe gathers 5 minerals per turn or 4 gas respectively. StarCraft II now has an Idle Probe" button which easily allows you to find unused Probes and send them back to work, just like WC3. I am quite interested in seeing some build orders here, when the beta is available: Will they go straight for Pylons or will they also implement an early Obelisk to enhance resource gathering and rush defence (as the Obelisk also is working as a Shield Battery in the current build)? Even among Blizzard employees there is a discussion about build orders with and without Obelisk, which is always a good sign.
Warpgate
Keyword: Warpgate! This allows you to be much more flexible than you wouldn imagine!
I was really surprised when I found out that it is possible to transform your Protoss Gateway into a Warpgate back and forth as many times as you want. Before now I believed this was only possible as a one-time change! These are the differences in the two buildings:
-Having a Gateway allows you to produce as many units and queue them as you have resources for them .
-Having a Warp Gate allows you to produce only one unit per Warp Gate, warp it to any Pylon range you have (or a Phase Prism), but without no queues and mass production only one unit at a certain time!
- So if you own 5 Warp Gates you can easily put them into one group and warp each unit manually!
From my impression, the warp-in is much faster than the normal way of unit production. But again no queue when warping!
In general I would say the game looks very polished and playable. There were no major issues that would make you think Oh, they still have plenty of work to do here! Maybe one or another animation could be more a bit more smooth (e.g. Phoenix), but as seen in the last Gameplay Video from the end of June, improvements have already been made.
Colossus
Its awesome! Keep your infantry away from this monster! It really does Terrible, Terrible Damage!
There was one time when grrrrr tried to drop two fully loaded Medievac Drop Ships into my Base, with plenty of Marines in them. Unfortunately these guys they arrived as my first-time-ever Colossus left his construction yard and toasted them. No chance at all for those poor guys. /remember? This was even without the range upgrade: it was whoooom! The unit itself is not as weak as I believed it was when I saw it the first few times, but I still believe it is a bit oversized for a unit which is only against infantry as such. What most people forget is that the Cliff walking ability is very strong (and looks nice and smooth), so you have to consider the Colossus as behemoth, which can strike on your weakest point at any time.
Phoenix & Void Ray Combo
I also used some Phoenixes with Void Rays in a combo. I lifted a few of grrrrrs Siege Tanks and toasted them with my powerful Void Ray beams. The good thing is that with the use of the Phoenix, the Void Ray's target is immobilized and can therefore use its maximized damage. It can also travel while firing, but only very slowly. The risk is the target gets out of range and the beam has to charge up again. This should be avoided at all costs. I am glad they changed the Phoenix from only able to lift up small units to lifting up nearly all ground units, but I am yet not sure if it also could lift a Thor for example.
Archons and Carriers
Later on I had the chance to build some Archons as well! They have a good range and look really wonderfully animated. This is one of the many units where the shield regeneration rate really counts, due to their strong shields. I did several exe-harassments with them and drew back before they died. After waiting one or two minutes, they are ready to attack again. Great harassment unit. Of course you have to look out for the Ghost with his EMP Missile dealing 100 damage to the Archon's shields...
I had another situation in which you realize the high rate of the shield regeneration: if you have some Carriers among your army and leave them in the background of the battle they will only get little damage at all. Carriers still have a hard time vs Battlecruisers and now they have a hard time vs. the Thor too (their natural enemy). So the best thing to do is to stay out of reach, letting the Interceptors do the dirty work. Unfortunately I wasn't that smart and lost some Carriers in the battle. This was the time where my Immortals and their Hardened Shields came into play! At this time/build of the game they are killers! I guess 6 Immortals took out 8 Siege Tanks and 3-4 Thors completely! Due to their shields they are the adequate counter units against the Terran siege army!
Dark Templar
Last but not least I had the chance to build some Dark Templar! Besides looking really good (also the cloaking field is awesome) it is a powerful unit against Zerg! Grrrrr didn't remember the Zerg Overlord had lost its detection ability (it cannot see cloaked units), which is where the Overseer comes into play! Grrrrr was helpless against my Phoenix as I knocked out his Overseer and my DTs had a really fun time. Zergs will have a hard time at this state, considering the Corsair & Dark Templar combo is strong in StarCraft I, now think about only having few Overseers able to detect! Let's see how Blizz' will balance this out.