I've played 5 random maps in the placement matches. 1st as Protoss. Won. 2nd as Protoss. Won. 3rd, 4th and 5th as Zerg and Terran. Lost. I then played 4-6 matches more and I continue this pattern Personally I feel more comfortable with Protoss too. - Expensive units, so I won't overflow the ressources. - Warp gates, so I can get units fast. - Clearly designed units (strenghts, weaknesses). - Micromanagement not as needed (unlike Terrans), macromanegement too (unlike Zerg). I want to win, but I want to play the other races too, hehe. It gets annoying. Others who experience the same pattern?
micromanagement is really important for a good protoss- high temps and sentries are one of their main backup forces. stalkers with blink can become very powerful if you can micro it intensively, and same with the phoenix's graviton beam. once you see more advanced games you'll see a lot of protoss micro. the protoss seem to have the greatest number of clearly-defined units, IMO. this makes them really easy to understand and choose the right unit to counter your enemies. zealot: basic unit. stalker: basic ranged unit. sentry: basic spellcaster immortal: anti-armor colossus: anti-infantry high temp: advanced spellcaster phoenix: anti-air void ray: anti-building/heavy units zerg need the least micromanagement, IMO. that's why macro-intensive players like Idra prefer zerg.
I think toss are easy because of their simple Tech Tree. Everything branches off of Cybernetics Core. The other races have a clearer tier system. This makes it slightly harder for them to switch if something isn't going their way, but for toss it isn't nearly as hard IMO.
The terran tech tree is pretty simple too. The zerg only run into trouble if they get a lair/hive too late, although it is more difficult to have to build a different building for every unit
Everything for Terran branches off Factory. Everything for Zerg branches off Lair or Hive. I don't think that's why they're easier to play. I have several reasons but can give none at the moment. I'm off to a tournament
#5: The whole deal with Terran is that all the juicy stuff doesn't branch from Factory. The standard MM ball is strictly T1, and you can get highly-useful Ghost support without hitting Factory. Most of the time a Factory is built is simply to meet the tech prereqs for Starport. With Zerg, you eventually have to tech to Lair, but you rarely have to tech to Hive because stuff unlocked at Lair has you covered in 90% of situations. I don't think the Protoss tree allows for the easiest tech changes, however. Zerg has the easiest by far: once you're at Lair, you have at most one building to make to unlock the unit you need, and then it can build it as fast as you've been building other units. #7: I believe that is what we refer to as a "pun", DeckardLee. -- I like asdf's summary of the race, except I'd call the Sentry a "Defensive Spellcaster" and the High Templar an "Offensive Spellcaster"
Yeah I agree. Zealots and Stalkers are universal enough that new protoss players can get by on them, and beefy enough that they don't punish slow micromanagement as much as say lings or roaches, as well as the reasons you stated.